OptionalaoAmbient occlusion in the red channel; darkens environment (indirect) light only
Optionalao0..1 (default 1): 1 + aoStrength * (ao - 1)
OptionalemissiveLinear emitted color (default [0, 0, 0], components 0..1000). When non-black it replaces the
PBR color * emissive glow with emissiveColor * emissiveMap (glTF emissiveFactor)
OptionalemissivesRGB emissive texture multiplying emissiveColor (no effect while emissiveColor is black)
OptionalmetallicBlue = metalness, green = roughness, multiplying metallic / roughness
OptionalnormalTangent-space normal map (OpenGL / glTF convention: green = up in the image)
OptionalnormalScales the normal map's x / y (default 1; clamped to [-16, 16])
glTF-style PBR material maps (used by the
'pbr'shading model only; classic shading ignores them). Every map is sampled with the base map's uvs andmapRepeat/mapOffset. Texture ids come fromloadTexture/createDataTexture;null(or 0) clears a slot. Metallic-roughness, normal and occlusion maps are linear data; the emissive map is sRGB color.