Wings Engine

PBR Material

PBR material is one of the components inside Wings Engine. It will be added automatically without manual addition and cannot be deleted.

Basic Settings

Configuration items Description
Backface culling When turned on, the internal material of the model will not be displayed, which can save performance.
Disable Lighting When turned on, the material is not affected by light.
Unlit When turned on, the model material will not darken in darker scenes.
IOR Adjusts the refraction intensity of the sun shining on the object. The refractive index of air is 1, so the effect changes according to the absolute value of the refractive index IOR minus 1.
Video Fusion After turning it on, you can receive the video fusion, which can make the picture more realistic.
Auto Ponding After turning it on, water will automatically accumulate on the ground when it rains.

**Tips: **When exporting from Blender, make sure to set the visible face as the front face. For models on the ground, as long as the faces of the model are normal, it is recommended to turn off backface culling.

Video fusion location:

Snow/Rain Weather Location:

2. Albedo

Configuration items Description
Color Select the color base that the material will appear in.
Texture Local texture files can be added here.
UV Scale Scale down or scale up the existing UV coordinates.
UV Offset Move existing UV coordinates.
UV Set When there are multiple UV textures in the material, it is used to quickly switch UV textures.
Level Adjusts the intensity of the texture. The higher the intensity, the brighter the texture.
Has Alpha When turned on, the alpha channel of PNG and other types of images will be activated on the texture, presenting a semi-transparent effect.
Albedo Strength Adjust the intensity of the base color. The higher the base color intensity, the brighter the base color.

The effect when the material color is white is as shown below:

The effect when the material color is red is as shown below:

3. Metallic Workflow

Configuration items Description
Roughness Adjust the surface roughness of the material.
Metalness Adjust the metallic glossiness of the material surface.
Texture You can add a local texture file here to adjust the material roughness/metalness.
UV Scale Scale down or scale up the existing UV coordinates.
UV Offset Move existing UV coordinates.
UV Set When there are multiple UV textures in the material, it is used to quickly switch UV textures.
Level Typically set to 1 to have no noticeable effect on the material.

4. Normal

Configuration items Description
Texture You can add a local texture file here to adjust the material texture.
UV Scale Scale down or scale up the existing UV coordinates.
UV Offset Move existing UV coordinates.
UV Set When there are multiple UV textures in the material, it is used to quickly switch UV textures.
Level Increasing the strength of the normals can make the surface normals more prominent and the details more obvious, thus enhancing the visual effect of the material.
Space Select Normal Space or Object Space to determine which coordinate system the normal information is based on. Normal Space is a local coordinate system relative to the surface normal of the model, while Object Space is a coordinate system relative to the entire model object.

Material effect when normal level is 1:

Material effect when normal level is 10:

5. Emissive

Configuration items Description
Color Adjust the glow color as needed for the effect.
Emissive at Night Once turned on, the glow effect only takes effect at night.
Texture You can add a local texture file here to adjust the glow effect.
Glow Intensity Adjust the light intensity. The higher the intensity, the brighter the light.

Material glow effect:

6. Light

Configuration items Description
Texture You can add a local texture file here to adjust the light effect.
Light at Night When turned on, the lighting effect only takes effect at night.

7. Opacity

Configuration items Description
alpha Adjust the transparency of the material.
Transparent Mode Adjust the material transparency mode, which is divided into “Opaque”, “Alpha Test”, “Alpha Bland”, and “Alpha Test and Blend”.
Texture Alpha Mode Adjust the material alpha mode, which is divided into “Add”, “Combine”, “Subtract”, “Multiply”, “Maximized”, “One One”, “Premultiplied”, “Premultiplied-Porterduff”, “Interpolate”, and “Screen Mode”.
Texture You can add a local texture file here to adjust transparency effect.

Material Transparency Effect:

8. Reflection

Configuration items Description
SSR Usually used on water, metal or glass materials, the material can reflect the surrounding environment and other objects, enhancing the realism of the rendering. Note that you must first turn on screen space reflections on the scene for it to take effect.
Color Adjusts the color of reflected light.
Texture You can add a local texture file here to adjust reflection effect.
Align Normals When turned on, the reflected light is more consistent with the details described by the normal texture, making the reflection more closely fit the microstructure of the surface and presenting a more realistic effect.
F0 Factor Adjusts the reflectivity of the material at normal incidence angles.
F0 Color Adjusts the reflection color of the material at normal incidence angles.
F0 Texture You can add a local texture file here to adjust F0 factor.

9. Subsurface

Configuration items Description
Color Adjusts the color of subsurface scattering in the material.

10. Depth

Configuration items Description
Z Offset Factor When two or more surfaces are very close and the depth buffer is not accurate enough, depth conflicts will occur, causing the rendering results to appear jittery or flickering. Adjusting the depth offset can avoid this phenomenon.
Z Offset Unit Adjusts the size of the units used to fine-tune the depth value in the depth offset, which represents the increment or step size used when fine-tuning the depth value in the depth buffer.
Depth Function Selects the function used to control the behavior of depth testing in graphics rendering.
Depth Write Select “Default”, “Disable” and “Force”.If depth writing is turned off, the depth value of the fragment will not affect the depth value of the corresponding pixel position in the depth buffer; if depth writing is forced, the depth value of the fragment will be written to the depth buffer.