Required files for my mods to work properly. This is the latest PBR setup for Source engine that allows 1:1 PBR.
x64 version of GMod is unsupported, you must use the default, pre-release, or dev branches to use this shader.
Place in /GarrysMod/garrysmod/ folder
Also, make sure 'r_PhysPropStaticLighting' is set to '0', otherwise when props "sleep" they will turn black. You can make this default to 0 by adding it to your autoexec.cfg in your /cfg/ folder
If you experience any crashing, then download this version of the module by Yurie: https://yurie.thigh-high.club/r5xhxb5x.zip
If everything is installed correctly, you can use the PBR shader in your VMTs. This PBR shader allows for MRAO (Metalness, Roughness, Ambient Occ.) styled design.
You can add this to your mod to ensure users will attempt to install the module: https://github.com/Cpt-Hazama/PBR-Module-Check
"PBR"
{
"$basetexture" "models/cpthazama/mgr/mg_ray/em0200000"
"$bumpmap" "models/cpthazama/mgr/mg_ray/em0200000_n"
"$mraotexture" "models/cpthazama/mgr/mg_ray/em0200000_mrao"
"$emissiontexture" "models/cpthazama/mgr/mg_ray/em0200000_g"
"$speculartexture" "models/cpthazama/mgr/mg_ray/em0200000_s"
"$model" "1"
"$surfaceprop" "metal"
}
Note that you must have $model 1 enabled for anything that isn't a brush! Otherwise it will not load the texture.
- $AlphaTestReference (0/1) - Specifies the minimum color value of the alpha channel in which the effect is rounded to 255. A value of ".3" will create a thicker shape while a value of ".7" will create a thinner shape
- $MRAOTexture (Texture or "dev/pbr_mraotexture") - Texture with metalness in R, roughness in G, ambient occlusion in B. Will default to the default texture if none is provided
- $EmissionTexture (Texture) - Emissive texture; is a color texture, not a mask
- $SpecularTexture (Texture) - Specular F0 RGB map, overrides metalness from the MRAO texture
- $UseENVAmbient (0/1) - Use the cubemaps to compute ambient light, seems to cause a static lighting effect at certain angles in some areas
- $Parallax (0/1) - Use Parallax Occlusion Mapping
- $ParallaxDepth (Float) - Depth of the Parallax Map
- $ParallaxCenter (Float) - Center depth of the Parallax Map
- Diffuse/Emission - DXT5
- MRAO/Specular - DXT1
- Normal - BGRA8888
- Zombie Master Reborn Team - Creating the latest PBR modules for Source
- Cpt. Hazama - Organizing and providing the files for users to easily obtain/use