|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| The texture to use as the glowing (emission) color of the surface.
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface.
|HeightMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| The height map changes the position that pixels of the surface are rendered so they appear further or closer to the actual surface. Like a parallax effect. Can cause artifacts around edges.
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv14=true| Used to specify surface parts in eternal shadow due to being close to other mesh parts.
|DetailAlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| A multiplied layer of albedo on top of the default <code>AlbedoTexture</code>.
|DetailNormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| A layered normal map on top of the default <code>NormalMap</code>.
If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
The height map changes the position that pixels of the surface are rendered so they appear further or closer to the actual surface. Like a parallax effect. Can cause artifacts around edges.
How much this material should be pushed forwards or backwards on the depth buffer, based on the polygon's slope relative to the camera (i.e. polygons parallel to the camera will not be affected by this).[1]
How much this material should be pushed forwards or backwards on the depth buffer (regardless of the polygon's slope relative to the camera), in units equal to the smallest possible difference for the rendering device being used.[1]