Focused reference · Unreal Engine 5.8
PBR inputs and material properties
Minimum surface
- Select the Material Domain for the job: Surface unless it is explicitly decal, light function, post process, UI, or another specialized domain.
- Choose Blend Mode. Use Opaque by default, Masked for binary coverage, and Translucent only when partial transmission is required.
- Choose the Shading Model that represents the surface response.
- Set Two Sided only when backfaces must render and the lighting result is acceptable.
- Connect Base Color, Metallic, Roughness, Normal, and optional Emissive/AO inputs.
Input meaning
- Base Color: intrinsic surface color, without baked directional lighting.
- Metallic: normally 0 for dielectric or 1 for metal; avoid unexplained mid-values.
- Roughness: low sharpens reflections; high broadens them.
- Specular: dielectric specular level; leave the physically reasonable default unless the material calls for a measured exception.
- Normal: fine lighting orientation; verify tangent-space import and sampler type.
- Emissive: emitted radiance appearance; it is not a free replacement for actual lighting.
- Opacity Mask: compared with clip threshold in Masked mode.
Texture gates
- Color textures use the correct sRGB interpretation; packed masks/data usually do not.
- Normal textures use the Normal sampler/compression path.
- Confirm channel packing, UV set, tiling, addressing, mip behavior, and streaming size.
- Test at near, typical, and far viewing distances under representative neutral lighting.
If an input is disabled, inspect Domain, Blend Mode, and Shading Model before rebuilding the graph.