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