VR Standard (Source 2 Shader)

VR Standard is a material shader available in and . It is a PBR shader supporting many different features, and is the main shader used for Hammer meshes, models and overlays.
== Usage ==
This shader is a physically based shader with a workflow similar to commonly used PBR shaders, but with a few key differences. It uses texture maps both commonly associated with the metal-rough and specular-gloss workflows. It uses a grayscale map for the full scale of reflectivity along with a metalness map that does not affect the amount of specular light. Like with the metal-rough workflow, an albedo map with both the diffuse and specular color is used.
VR Standard 	Specular-gloss	Metal-rough
Combined diffuse and specular color	Diffuse color 	Combined diffuse and specular color
Reflectivity (grayscale) 	Specular color	
Metalness 	 	Metalness
Glossiness 	Glossiness 	Roughness
== Properties ==
=== Base Properties ===
:Uses the file suffix: _color
:Uses the file suffix: _normal
:Black: low reflectance materials. (brick, carpet etc) White: high reflectance materials. (polished metal, glass)
:Typically this can be set to a single color value for objects that area single surface type. For objects that have multiple surface types you'll want to author a texture map. Because the materials are energy conserving high reflectance materials with tight highlights may appear overall darker in value. 
:Uses the file suffix: _refl
=== Specular ===
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::Black: high roughness, low glossiness and spread out highlights. white: low roughness, high glossiness and tight highlights. 
::Authored similar to a specmask in the old material system. This map is what is primarily used to achieve variation in specular highlights. Supports anisotropic gloss with the U-axis on the red channel and the V-axis in the green channel. 
::Uses the file suffix: _gloss
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::*None
::*In-game cube map - Picks the closest autogenerated cubemap
::*Artist cube map - Use a hand authored cubemap
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:::You will rarely want to hand author a cube map in this fashion. In most cases use the 'in-game cubemap' setting instead to chose the closest auto-generated cube map in your level.
:::Uses the file suffix: _cube
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:::Typically used for metal materials but is useful on all surfaces when used sparingly.
:::Uses the file suffix: _metal
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=== Lighting ===
:*None
:*Artist lightmap - Use a hand authored lightmap and AO map.
:*Ambient Occlution texture - Use a hand authored AO map.
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::Uses the file suffix: _lightmap
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::Uses the file suffix: _ao
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=== Translucent ===
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::Uses the file suffix: _trans
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=== Blend ===
:*None
:*2-Layer
:*3-Layer
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==== Layer variables ====
Settings for each layer besides the base layer.
:Uses the file suffix: _color
:Uses the file suffix: _blend
:Uses the file suffix: _normal
:Uses the file suffix: _refl
:Uses the file suffix: _gloss
=== Texture Animation ===
:*Off
:*Sequential - Plays the frames from start to end
:*Random - Plays the frames in a random order
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=== Two-sided rendering ===
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::::Uses the file suffix: _height
=== Self illumination ===
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::A value of 1 will effectively make the surface fullbright in the areas indicated by the self illum mask. Values greater than 1 will boost the self illum effect - pushing the color values towards white.
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=== Per-instance tint mask ===
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::Black = no tinting. White = full tinting. 
::You can specify the color tint directly using the 'color tint' attribute in the material - or more usefully use the 'color' attribute in Hammer to adjust the color tint on a per-instance basis. 
::Uses the file suffix: _mask
=== Wind ===
Per-vertex wind effect controllable with an env wind entity.
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::Uses the file suffix: _mask
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::Uses the file suffix: _mask
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::Uses the file suffix: _noise
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=== Misc ===
== See also ==
*Environment Tutorial: Materials, Details and Props - Basic material authoring tutorial.
*Environment Tutorial: Creating a Physics Prop - Additional material tutorial.
*Authoring PBR Materials - Old tutorial on authoring materials for this shader.
*Substance Painter to SteamVR Home material workflow - Notes on authoring the texture maps.
Category:Shaders