All textures in one place

Hi everyone!

I’m generating materials in Substance Designer (see example screenshot: tile/scale-like roof material). Substance outputs a full PBR texture set, but I’m not completely sure which of these maps are already practical to use in Defold “as is”, and which ones require custom shaders/materials.

I don’t want to reinvent the wheel, so I’d love to collect some best practices in one place.

I’ve already found a couple of separate posts and examples on the forum, but I think it would be great to have one topic where all this info is gathered together – both for me and for future users searching the forum.

Here’s roughly the list of maps Substance can export:

  • Base Color / Albedo

  • Normal

  • Height / Displacement (for parallax, etc.)

  • Ambient Occlusion (AO)

  • Roughness

  • Metallic

  • Specular

  • Glossiness

  • Opacity / Opacity Mask (alpha, cutout)

  • Emissive

  • Various masks / utilities like Curvature, Thickness, etc.

What I’d like to understand is:

  1. Which of these maps are already straightforward to plug into Defold’s default materials (sprite/model) without rewriting everything from scratch?

  2. For which maps are there ready-made community shaders or examples (e.g. normal maps, parallax/height mapping, AO, roughness/metallic packed channels, i found few, but maybe there is a topic about all of them in one place)?

  3. What is the minimal practical set of maps you use in real Defold projects (especially on mobile)? What do you keep as separate textures, what do you bake into BaseColor/vertex colors, and what do you pack into channels (for example R=AO, G=Roughness, B=Metallic, A=Height)?

In short, I’m trying to figure out a sensible pipeline:

Substance Designer → texture maps → Defold materials,
without overcomplicating things or duplicating work that the community has already solved.

Any example projects, .material + shader files, or links to existing threads are very welcome. Thanks in advance!

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Base color only

I guess there is not.
These are the ones that come to my mind, I think you already checked them out:

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the plan for next year when I am back from parental leave is to add a PBR shader to builtins. But currently you need extensions to achieve PBR visuals

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