
Textures, Materials, and Shaders
An important aspect of every model is its texture. Every model is comprised of one or more materials. With the proper shader and texture files, the material is what gives the model life. The shader is, at its most basic level, code that tells the engine how to render the material based on the texture files and the lighting in the scene. The main texture files used are the image texture, the normal map, the roughness map, the metallic map, the bump map, and the emission texture. The image texture contains the information of what colors to display on the material, the normal and bump maps give the surface of the material depth, the roughness and metallic maps affect how light interacts with the surface of the material, and the emission texture controls what portions of the material glow and in what color. In order to properly display the textures on the model, they are all created onto an unwrapped UV of the model's mesh which shows the location of every tri and vertex on the mesh.
