baseColor: The surface color, usually supplied by texture maps.
emitColor: The emission energy. Non-black values represent glow.
subsurface: Controls diffuse shape using subsurface approximation. This is not true subsurface.
subsurfaceColor: The color to mix with diffuse response according to the subsurface parameter.
metallic: The metallic-ness (0=dielectric, 1=metallic). This is a linear blend between two different models. The metallic model has no diffuse component and also has a tinted incident specular equal to the base color.
specular: Incident (maximum) specular amount. This is in lieu of an explicit index-of-refraction.
specularTint: A concession for artistic control that tints incident specular towards the base color. Grazing specular is still achromatic (ie it doesn’t tint incoming light).
roughness: Surface roughness, controls both diffuse and specular response.
anisotropic: Degree of anisotropy, controls the aspect ratio of the specular highlight. 0: isotropic, 1: maximally anisotropic.
sheen: An additional grazing component, primarily intended for cloth.
sheenTint: Amount of tint sheen toward base color. At 0, sheen is achromatic (ie doeesn’t tint incoming light).
clearcoat: A second, special-purpose specular lobe.
clearcoatGloss: Controls clearcoat glossiness. 0 produces blurry highlights, 1 produces tight highlights. Note: this parameter has the inverse sense of roughness.
bumpNormal: An optional connection point for bumped normals.
presence: Connect a mask function here to apply a cutout pattern to your object. Presence is defined as a binary (0 or 1) function that can take on continuous values to antialias the shape. Useful for modeling leaves and other thin, complex shapes.
inputAOV: Plug here a MatteID node.