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metallicroughness

Metallic-roughness is a physically based shading workflow used in real-time rendering to describe a material with three main texture inputs: albedo (base color), a metallic map, and a roughness map. It is a common approach in modern game engines and in the GLTF 2.0 asset format.

In this workflow, the metallic map is grayscale, where 0 indicates a dielectric (non-metal) and 1 a

The final appearance is determined per pixel by combining the material’s metalness and roughness with the lighting

Metallic-roughness is favored for its simplicity and efficiency in real-time rendering and is widely supported in

metal.
The
roughness
map
is
also
grayscale,
with
0
meaning
a
smooth
surface
and
1
a
fully
rough
surface.
The
base
color
encodes
the
diffuse
color
for
non-metals;
for
metals,
the
base
color
tint
influences
the
color
of
reflected
light
rather
than
a
diffuse
component.
Lighting
is
computed
with
a
microfacet
reflectance
model
(often
GGX)
and
Fresnel
effects.
Dielectrics
typically
have
low
base
reflectivity
(F0
around
0.04),
while
metals
have
higher
reflectivity
with
F0
tied
to
their
metallic
base
color.
environment,
ensuring
energy
conservation.
This
makes
it
possible
to
render
a
wide
range
of
materials—from
plastics
and
ceramics
to
gold
and
copper—using
a
compact
set
of
maps.
GLTF,
Unity,
and
Unreal
Engine
pipelines.
Variants
may
pack
metallic
and
roughness
data
into
a
single
texture
or
supplement
with
additional
maps
such
as
normal
or
ambient
occlusion
for
added
detail.