Prototyping

The Prototyping shader does not use a packed map, and instead has independent inputs for the Metallic, Ambient Occlusion, Specularity, and Roughness channels. However, this configuration wastes texture sampler slots and memory, and does not have any precomputed Specular AA. This shader is strictly for ease of testing material configurations, and is not recommend for production content.


Usage Rules

NameDescription
Deferred CompatibleThis shader draws using the deferred buffer when in deferred rendering mode.
Test ShaderThis should only be used for in-project testing, not in production.