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Implementation Requirements

flodri edited this page Oct 24, 2020 · 6 revisions

For Shaderpack Developers

Required Components:

  • decoding of the RGB channels into the correct material data
  • decoding of the f0/reflectance data into the metallic data, as detailed in the specular texture details
    • hardcoded metals are optional
  • reconstruction of the z-component of the normalmap using the method described in the normal texture details

Optional Components:

  • processing of porosity data
  • processing of subsurface data
  • processing of emissive data
  • processing of material ao
  • using the heightmap provided for effects like POM
  • usage of hardcoded metal types

If any optional components are supported, they shall be enabled out of the box when enabling resourcepack support. However, expensive Effects like POM are excluded from this.


For Resourcepack Creators

Required Components:

  • use of the correct channel assignments of the data, as detailed in the specular texture details

Optional Components:

  • usage of a normalmap
  • storing the heightmap in the normalmap alpha
  • usage of the material ao feature
  • providing porosity data
  • usage of the emission/subsurface effect

IMPORTANT:

Resourcepacks and Shaderpacks are required to be designed to work properly if one of the optional features is left unused on either side. The inclusion of optional features is up to the Resource- and Shaderpack Developer, but especially shaderpacks are encouraged to support as many of the optional features as possible.

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