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Docs/Surface shaders

SHADER REFERENCE

Surface shaders

Choose Default, Lite, or PBR for mesh surfaces.

PACKAGE VERSION 1.1.0
On this pageCrowPSX/Surface/DefaultCrowPSX/Surface/LiteCrowPSX/Surface/PBR

CrowPSX/Surface/Default#

The full stylized non-PBR surface shader. It includes Base Texture and tint, pre/post color correction, pixel or vertex lighting, stepped lighting, final posterization, retro geometry, opaque/cutout/transparent rendering, alpha and bake-transparency maps, grunge, emission, stencil, depth, culling, queue, and instancing controls.

CrowPSX/Surface/Lite#

A reduced surface variant retaining the base surface, color adjustment, lighting, retro geometry, alpha, rendering, stencil, depth, queue, and instancing controls. It omits the Default shader's grunge and emission systems and all PBR inputs.

CrowPSX/Surface/PBR#

The full physically based surface variant. It adds:

  • Tangent-space normal mapping
  • Metallic map and scalar response
  • Smoothness or roughness map workflows
  • Ambient occlusion for indirect diffuse light and reflections
  • Height-based parallax occlusion mapping with adjustable depth, height-floor thresholding, and integer sample steps
  • Separate or packed core PBR maps
  • Linked core PBR UV transforms
  • Packed-map generation from assigned separate maps
  • Direct Specular Strength
  • Indirect Reflection Strength
  • Detail normal, metallic, smoothness, and roughness maps
  • Grunge influence on color and supported PBR channels
  • Emission

Specular Strength and Reflection Strength default to 1 and support a 0 to 4 multiplier range for deliberately exaggerated highlights and probe reflections.

PBR artistic controls use extended ranges where the shader can safely support them: Parallax Height reaches 1, signed normal strengths reach -4 to 4, color grading reaches 4, direct/indirect lighting reaches 8, and ambient/probe intensity reaches 4. Negative normal strength inverts the tangent-space normal-map relief. The inspector marks the practical recommended limits in amber and changes the slider from aqua to amber beyond them; normal strengths use a recommended range of -2 to 2. Normalized material data such as Metallic, Smoothness/Roughness, Ambient Occlusion, opacity, and blend weights remains constrained to 0–1.

Packed core maps use R Metallic, G Ambient Occlusion, B Height, and A Smoothness or Roughness. Normal maps remain separate. See PBR Workflows.

CrowPSX 1.1.0 · CrowBite
Shader reference and setup guides.