mdl::alg::materials::designer::legacy::physically_metallic_roughness_coated
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.. contents:: :local:

Definitions:
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[1/1] 'mdl::alg::materials::designer::legacy::physically_metallic_roughness_coated::physically_metallic_roughness_coated'
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   * Label: 'Physically Metallic Roughness - Coating'
   * Description: 'The usual PBR shader, with a coated layer color'
   * SDPropertyCategory = 'Input'
      * 'baseColor' = SDValueColorRGB(ColorRGB(0.214040995,0.214040995,0.214040995)) [CONNECTABLE]
         * Label: 'Base Color/Diffuse'
         * Description: 'Base Color channel'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Varying]

      * 'normal' = SDMDLValueCall(mdl::state::normal()__default_call___185) [CONNECTABLE]
         * Label: 'Normal'
         * Description: 'Normal channel'
         * Types:
            * 'float3' (SDTypeFloat3) [Varying]

      * 'roughness' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Label: 'Roughness'
         * Description: 'Roughness channel'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'metallic' = SDValueFloat(float(0)) [CONNECTABLE]
         * Label: 'Metallic'
         * Description: 'Metallic channel'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'height' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Label: 'Height'
         * Description: 'Height channel'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'heightScale' = SDValueFloat(float(0)) [CONNECTABLE]
         * Label: 'Scale'
         * Description: 'provides significant physical detail to the surface by manipulating the vertices of the mesh'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'ambientOcclusion' = SDValueFloat(float(1)) [CONNECTABLE]
         * Label: 'Ambient Occlusion'
         * Description: 'Ambient Occlusion channel'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'anisotropyLevel' = SDValueFloat(float(0)) [CONNECTABLE]
         * Label: 'Anisotropy Level'
         * Description: 'Anisotropy Level channel'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'anisotropyAngle' = SDValueFloat(float(0)) [CONNECTABLE]
         * Label: 'Anisotropy Angle'
         * Description: 'Anisotropy Angle channel'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'emissiveColor' = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
         * Label: 'Emissive'
         * Description: 'Emissive channel'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Varying]

      * 'emissiveIntensity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Label: 'Emissive Intensity'
         * Description: 'Controls how much light is emitted from the surface'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'specularLevel' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Label: 'Specular Level'
         * Description: 'Specular Level channel'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'opacity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Label: 'Opacity'
         * Description: 'Opacity channel'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'refraction' = SDValueFloat(float(0)) [CONNECTABLE]
         * Label: 'Refraction'
         * Description: 'Refraction channel'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'refractionIOR' = SDValueFloat(float(1.5)) [CONNECTABLE]
         * Label: 'IOR'
         * Description: 'Index of Refraction'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'scattering' = SDValueFloat(float(0)) [CONNECTABLE]
         * Label: 'Scattering'
         * Description: 'controls how much light is scattered through the surface'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'absorption' = SDValueFloat(float(0)) [CONNECTABLE]
         * Label: 'Absorption'
         * Description: 'controls how much light is absorbed through the surface'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'absorptionColor' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Label: 'Absorption Color'
         * Description: 'simulates shifts in color when light passes through the surface'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'coatWeight' = SDValueFloat(float(1)) [CONNECTABLE]
         * Label: 'Weight'
         * Description: 'How much of the coating is present'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'coatSpecularLevel' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Label: 'Specular Level'
         * Description: 'Specular control for F0 : 0 -> 0%, 1 -> 8%'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'coatColor' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Label: 'Tint color'
         * Description: 'Coating color which affects transmitted light going to below layers'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Varying]

      * 'coatRoughness' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Label: 'Roughness'
         * Description: 'How irregular are surface micro detail : 0 -> regular (i.e. polished), 1 -> irregular (i.e. rough)'
         * Types:
            * 'float' (SDTypeFloat) [Varying]

      * 'coatNormal' = SDMDLValueCall(mdl::state::normal()__default_call___186) [CONNECTABLE]
         * Label: 'Normal'
         * Description: 'Desribes surface relief details'
         * Types:
            * 'float3' (SDTypeFloat3) [Varying]

      * 'coatInheritNormal' = SDValueBool(bool(false)) [CONNECTABLE]
         * Label: 'Inherit normal'
         * Description: 'Whether the coat surface inherit the same relief as below layer or if it has its own'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'scalarZeroValue' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Label: 'Scalar Zero Value'
         * Description: 'Determine the neutral height value'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'tiling' = SDValueFloat(float(1)) [CONNECTABLE]
         * Label: 'Tiling'
         * Description: 'Tiling value to keep displacement tiling independent'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)
