This is a list of the currently supported shader models and texture inputs. We plan to add support for more items on this list in the future.
Name | Support | Notes |
Subdivision | ||
|
No | |
|
No | |
Displacement | ||
|
No | |
|
No | |
Surface | ||
|
Yes | Object space maps are not fully supported. |
|
Partial | Detail normal maps are baked down to the primary normal map which may result in significantly reduced resolution. Only UV Set 0 is supported, Detail maps which use UV Set 1 will appear incorrect. |
|
No | |
Microsurface | ||
|
Yes | Roughness maps (invert checked) will be converted to gloss maps. |
Albedo | ||
|
Yes | Albedo maps authored for the metalness workflow will be converted to standard albedo maps (specular workflow). |
|
Yes | |
|
Yes | |
Diffusion | ||
|
Yes | |
|
Yes | |
|
Yes | |
|
Yes | |
|
Partial | Dota content is converted to our standard shading model. Not all effects are supported at this time. |
Reflectivity | ||
|
Yes | |
|
Yes | Metalness maps will be converted to standard reflectivity maps (specular workflow). |
|
Yes | Metalness maps will be converted to standard reflectivity maps (specular workflow). |
|
Yes | |
|
Partial | Dota content is converted to our standard shading model. Not all effects are supported at this time. |
Reflection | ||
|
Yes | |
|
Yes | |
|
Yes | GGX support uses an approximated method (for performance reasons) which does not match as accurately as Blinn-Phong. This is especially noticeable with rougher surfaces. |
|
Yes | |
Secondary Reflection | ||
|
No | |
|
No | |
|
No | |
|
No | |
|
No | |
Occlusion | ||
|
Yes | |
|
Yes | |
Emissive | ||
|
Yes | |
|
Yes | |
|
No | |
Transparency | ||
|
Yes | |
|
Yes | Dithered transparency uses an alternate technique, which is a mix of alpha blend and alpha test. |
|
Yes | |
Extra | ||
|
No | |
|
Yes | Substance inputs can not be changed dynamically because they are optimized and compressed on export. |