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	<updated>2026-04-21T08:04:26Z</updated>
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		<id>https://www.fightorder.net/wiki/index.php?title=Shaders:IvandPBRShader&amp;diff=1524&amp;oldid=prev</id>
		<title>Qrow: Created page with &quot;&#039;&#039;&#039;Ivand&#039;s PBR shader&#039;s install instructions&#039;&#039;&#039; &lt;br /&gt; What you will need: &lt;br /&gt; # Latest maintenance engine. Grab it here: https://springrts.com/dl/buildbot/default/maintenance/ # Custom unit shader gadget. Every mod has a bit different code, check if your game has it, if not copy from somewhere else. ZK variant: https://github.com/lhog/Zero-K/blob/pbrCUS_v1/LuaRules/Gadgets/api_custom_unit_shaders.lua # PBR shader: https://github.com/lhog/Zero-K/blob/pbrCUS_v1/ModelMa...&quot;</title>
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		<updated>2026-02-24T06:04:43Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Ivand&amp;#039;s PBR shader&amp;#039;s install instructions&amp;#039;&amp;#039;&amp;#039; &amp;lt;br /&amp;gt; What you will need: &amp;lt;br /&amp;gt; # Latest maintenance engine. Grab it here: https://springrts.com/dl/buildbot/default/maintenance/ # Custom unit shader gadget. Every mod has a bit different code, check if your game has it, if not copy from somewhere else. ZK variant: https://github.com/lhog/Zero-K/blob/pbrCUS_v1/LuaRules/Gadgets/api_custom_unit_shaders.lua # PBR shader: https://github.com/lhog/Zero-K/blob/pbrCUS_v1/ModelMa...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Ivand&amp;#039;s PBR shader&amp;#039;s install instructions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
What you will need:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Latest maintenance engine. Grab it here: https://springrts.com/dl/buildbot/default/maintenance/&lt;br /&gt;
# Custom unit shader gadget. Every mod has a bit different code, check if your game has it, if not copy from somewhere else. ZK variant: https://github.com/lhog/Zero-K/blob/pbrCUS_v1/LuaRules/Gadgets/api_custom_unit_shaders.lua&lt;br /&gt;
# PBR shader: https://github.com/lhog/Zero-K/blob/pbrCUS_v1/ModelMaterials/Shaders/pbr.lua&lt;br /&gt;
# PBR meta-material definitions: https://github.com/lhog/Zero-K/blob/pbrCUS_v1/ModelMaterials/10_pbr.lua&lt;br /&gt;
# model definition with PBR extension: https://github.com/lhog/Zero-K/blob/pbrCUS_v1/Objects3d/unit.dae.lua (replace &amp;quot;unit&amp;quot; by your actual unit model&amp;#039;s name)&lt;br /&gt;
# unitDef file (ZK style, you might prefer your own): https://github.com/lhog/Zero-K/blob/pbrCUS_v1/units/unit.lua&lt;br /&gt;
# model and textures (not on github, provide your own). Make sure texture filenames and channel mappings are specified correctly in unit.dae.lua&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If this all sounds too complicated from the first sight, you can just clone this demo branch: &amp;quot;git clone -b pbrCUS_v1 https://github.com/lhog/Zero-K.git&amp;quot;. It&amp;#039;s all in there except for textures and .dae file&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Texture Preparation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
For efficient file size usage, your different maps must be disposed in separate channels of up to three images. All images and channels are optional and will reset to a default value or appearance if missing. Follows a proposal for this channel layout, yet bear in mind this can be rearranged in the model.ext.lua config file. Upspring has a built-in menu option to assemble images from separate channels in any desired configuration.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*Texture1: Diffuse/Color (r, g, b) + Teamcolor (a)&lt;br /&gt;
*Texture2: Occlusion (r) + Roughness (g) + Metallic (b) + Emissive (a)&lt;br /&gt;
*Texture3: Normal (r, g, b) + Clipping (a)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
PS.: Clipping is currently unsupported in this shader.&lt;/div&gt;</summary>
		<author><name>Qrow</name></author>
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