MaterialPbrUbo
Per-material uniform block bound at set=1, binding=0 of the PBR pipeline. Layout is std140-compatible: the trailing scalars pack into a single vec4. Update this struct and the matching PbrMaterial uniform block in the shader together.
Fields
BaseColorFactor (Vector4): RGBA base color factor multiplied with the base color texture sample.
EmissiveFactor (Vector4): Emissive RGB factor multiplied with the emissive texture sample. W is unused (padding).
RoughnessFactor (float): Roughness factor in [0,1].
OcclusionStrength (float): Occlusion strength in [0,1] (glTF default 1.0).
FlipGreenChannel (float): Non-zero when the normal map's green channel is inverted, as DirectX-convention maps are. A flag rather than an import-time rewrite because block-compressed normals cannot be edited without recompressing them. Also occupies the padding that keeps the trailing scalars in one std140 vec4.