; Example material data
; Place a text file matching the relative texture path in Data Files/materials/
; e.g. Data Files/Textures/author/tx_example.dds -> Data Files/materials/author/tx_example.txt

; Material version [required]
MaterialVersion=2

; Normals texture path [required]
; Uses all three channels, positive green faces up
; Optional alpha contains roughness or specular occlusion
NormalsTexture=materials/tx_wood_docks_01_normals.dds

; Albedo replacement texture path [optional]
; Replaces original texture, useful if original has too much baked in lighting
AlbedoReplaceTexture=

; Optical parameters texture path [optional]
; red channel = metallicity, this is a binary property where 255 = non-metal, 0 = metal
; green channel = roughness, range 0-1, linear encoded; note that values <0.05 do not render well, 
; blue channel = fresnel reflectance at normal incidence, only applies to non-metals, blue 255 maps to reflectance 0.20
; alpha channel = specular occlusion map/cavity map
ParametersTexture=

; Roughness source enum: constant (default), normals_alpha, parameters_map
; from Roughness constant, normal map alpha, or parameters map (green channel)
RoughnessSource=constant

; Fresnel source enum: constant (default), metallic, parameters_map
; from FresnelReflectance constant, from albedo rgb, or parameters map (red+blue channels)
; metallic automatically removes diffuse contribution from albedo
FresnelSource=constant

; Specular occlusion source enum: none, normals_alpha, parameters_map, albedo_luma (default)
; none, normal map alpha or parameters map (alpha channel), or albedo luma
SpecOcclusionSource=none

; Roughness constant, range 0-1 (default 1.0), note that values <0.05 do not render well
; Controls how matte or smooth the material is, and the strength and focus of reflections
; 0.0 = mirror smooth, 1.0 = maximum roughness
Roughness=0.9

; Fresnel reflectance constant at normal incidence, default 0.04
; Can be sensitive to changes, most materials are 0.02 - 0.08
FresnelReflectance=0.02
