PBR Workflows
summary
Covers a concrete PBR pipeline in Unreal Engine: use albedo, metallic, roughness, normal and AO textures; set specular default to 0.5 and drive roughness from a texture; convert constants to parameters, multiply normal by a strength parameter, and plug maps into the Material Editor. Emphasizes shader cost savings by make one Master Material and create Instance Materials so instances don’t recompile, plus toggles like two-sided, subsurface/clearcoat and optional displacement for surface height.
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