For a standard material, the shaders do not have consistent mapping on each channel. The following tables shows the mapping
from channel index to shader for the different materials.
|
Blinn
|
Oren-Nayar-Blinn
|
Phong
|
Strauss
|
1
|
AmbientMap
|
AmbientMap
|
AmbientMap
|
DiffuseMap
|
2
|
DiffuseMap
|
DiffuseMap
|
DiffuseMap
|
GlossinessMap
|
3
|
SpecularMap
|
SpecularMap
|
SpecularMap
|
MetalnessMap
|
4
|
SpecularLevelMap
|
GlossinessMap
|
SpecularLevelMap
|
OpacityMap
|
5
|
GlossinessMap
|
SpecularLevelMap
|
GlossinessMap
|
FilterMap
|
6
|
SelfIllumMap
|
SelfIllumMap
|
SelfIllumMap
|
BumpMap
|
7
|
OpacityMap
|
OpacityMap
|
OpacityMap
|
ReflectionMap
|
8
|
BumpMap
|
DiffuseLevelMap
|
BumpMap
|
DisplacementMap
|
9
|
BumpMap
|
DiffuseLevelMap
|
BumpMap
|
DisplacementMap
|
10
|
ReflectionMap
|
DiffuseRoughnessMap
|
ReflectionMap
|
|
11
|
RefractionMap
|
BumpMap
|
RefractionMap
|
|
12
|
DisplacementMap
|
ReflectionMap
|
DisplacementMap
|
|
|
Anistropic
|
Metal
|
Multi-Layer
|
1
|
AmbientMap
|
AmbientMap
|
AmbientMap
|
2
|
DiffuseMap
|
DiffuseMap
|
DiffuseMap
|
3
|
SpecularMap
|
SpecularMap
|
DiffuseLevelMap
|
4
|
DiffuseLevelMap
|
SpecularLevelMap
|
DiffuseRoughnessMap
|
5
|
SpecularLevelMap
|
GlossinessMap
|
SpecularMap
|
6
|
GlossinessMap
|
SelfIllumMap
|
SpecularLevelMap
|
7
|
AnisotropyMap
|
OpacityMap
|
GlossinessMap
|
8
|
SelfIllumMap
|
BumpMap
|
OrientationMap
|
9
|
SelfIllumMap
|
BumpMap
|
OrientationMap
|
10
|
OpacityMap
|
ReflectionMap
|
SpecularMap2
|
11
|
FilterMap
|
RefractionMap
|
SpecularLevelMap2
|
12
|
BumpMap
|
DisplacementMap
|
GlossinessMap2
|
13
|
ReflectionMap
|
AnisotropyMap2
|
RefractionMap
|
14
|
RefractionMap
|
OrientationMap2
|
DisplacementMap
|
15
|
DisplacementMap
|
SelfIllumMap
|
|
16
|
|
OpacityMap
|
|
17
|
|
FilterMap
|
|
18
|
|
BumpMap
|
|
19
|
|
ReflectionMap
|
|
20
|
|
RefractionMap
|
|
21
|
|
DisplacementMap
|
|