Basics:
These macro-roughness textures add high detail where there is PBR roughness, using a set of pre-defined materials that each have an HD material here. The shader has to support this feature.


Work in Progress:
This feature is a work on Progress.
These textures are used as a test template, and are not representative of the possible future quality.
The 'Smoothness Variation' part of these is very low quality texture work, and that feature is defaulted to zero strength in the shaders until you or I make better textures to test it with.


License:
you can use this as a template to make your own Macro Roughness Textures Resource Pack!


Credits:
These individual texture channels are mostly sourced from texturecan.com.
Some might be from other places that are also free to use.
Materials are formatted by timetravelbeard and combined with other textures and/or edited. None as presented here should be 100% the unedited original RGBA content


Formatting:
these are saved in RGB8 format
Red - normals x
Green = normals y
Blue = smoothness variation ( .5 is baseline, 0 would be rougher, 1 would be smoother )

if you have ideas for the alpha channel let me know

The materials are arranged in a 4x4 atlas.
	metal / stone / concrete / dirt
	blank / porous-stone / wood-grain / plant-leaf
	fur / fabric / skin-leather / hair-short
	glass / cystal / wax/slime / grass-organic-dirt
	
currently 'concrete' is used as a default
This is just for testing, there could be different materials


they are currently assigned per-block or per-entity, but I would like to do per-pixel materials for this and other effects. This would be easiest to test if we reassign the Green channel of the _s texture to be a material mask, and have an RP converter just assign existing f0 and HCM values to the corresponfing generic materials and HCM materials of this new test format. I have a list of materials for that that I am testing, ask me on discord about it, I would love some collaborationon this.


McMEta:
the mcmeta file makes the textures use blurring/texture filtering. Removing that would make them pixelated


Have fun!
