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
  • Flat
No
  • PN Triangles
No
Displacement
  • Height
No
  • Vector
No
Surface
  • Normals
Yes Object space maps are not fully supported.
  • Detail Normals
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.
  • Parallax
No
Microsurface
  • Gloss
Yes Roughness maps (invert checked) will be converted to gloss maps.
Albedo
  • Albedo
Yes Albedo maps authored for the metalness workflow will be converted to standard albedo maps (specular workflow).
  • Vertex Color
Yes
  • Dota Color
Yes
Diffusion
  • Unlit
Yes
  • Lambertian
Yes
  • Microfiber
Yes
  • Skin
Yes
  • Dota Diffuse
Partial Dota content is converted to our standard shading model. Not all effects are supported at this time.
Reflectivity
  • Specular
Yes
  • Metalness
Yes Metalness maps will be converted to standard reflectivity maps (specular workflow).
  • Advanced Metalness
Yes Metalness maps will be converted to standard reflectivity maps (specular workflow).
  • Refractive Index
Yes
  • Dota Specular
Partial Dota content is converted to our standard shading model. Not all effects are supported at this time.
Reflection
  • Mirror
Yes
  • Blinn-Phong
Yes
  • GGX
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.
  • Anisotropic
Yes
Secondary Reflection
  • Mirror
No
  • Blinn-Phong
No
  • GGX
No
  • Anisotropic
No
  • Newton’s Rings
No
Occlusion
  • Occlusion
Yes
  • Cavity
Yes
Emissive
  • Emissive
Yes
  • Heat
Yes
  • Fluorescent
No
Transparency
  • Cutout
Yes
  • Dither
Yes Dithered transparency uses an alternate technique, which is a mix of alpha blend and alpha test.
  • Add
Yes
Extra
  • Custom
No
  • Substance
Yes Substance inputs can not be changed dynamically because they are optimized and compressed on export.