import glTF2/PBR from glTF2_PBR.material import Filament from filament.material material DamagedHelmet : glTF2/PBR { set $Albedo Default_albedo.jpg set $AmbientOcclusion Default_AO.jpg set $Normal Default_normal.jpg set $Emissive Default_emissive.jpg set $MetalRoughness Default_metalRoughness.jpg set $IBL_Diffuse studio_garden_diffuse.png set $IBL_Specular studio_garden.jpg } material DamagedHelmet_Filament : Filament { set $Albedo Default_albedo.jpg set $AmbientOcclusion Default_AO.jpg set $Normal Default_normal.jpg set $Emissive Default_emissive.jpg set $MetalRoughness Default_metalRoughness.jpg set $IBL_SPECULAR studio_garden.jpg } material DamagedHelmet_RTSS { technique { pass { // ignored - just in case you want to try the FFP look ambient 0.8 0.8 0.8 1.0 diffuse 0.64 0.64 0.64 1.0 specular 0.64 0.64 0.64 256 // albedo - simple texture_unit { texture Default_albedo.jpg } // emissive - also see rtshader_system section below texture_unit { texture Default_emissive.jpg colour_op add } // additional maps - requires RTSS rtshader_system { lighting_stage metal_roughness texture Default_metalRoughness.jpg lighting_stage normal_map Default_normal.jpg texturing_stage late_add_blend // needed for emissive to work // texture not generated by cmgen, so scale it up as a hack image_based_lighting texture studio_garden.jpg luminance 4.0 } } } }