# Babylon 4.0 PBR Shader Updates

**URL:** <https://forum.babylonjs.com/t/babylon-4-0-pbr-shader-updates/2439>\
**Category:** Announcements\
**Created:** [April 8, 2019, 10:13pm UTC](https://forum.babylonjs.com/t/babylon-4-0-pbr-shader-updates/2439 "2019-04-08T22:13:43Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![sebavan](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/sebavan/32/57_2.png) [@sebavan](https://forum.babylonjs.com/u/sebavan)\
**Post date:** [April 9, 2019, 3:00pm UTC](https://forum.babylonjs.com/t/babylon-4-0-pbr-shader-updates/2439/4 "2019-04-09T15:00:24Z")

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About clear coat:  
material.clearCoat.isEnabled = true;  
material.clearCoat.intensity = 0.5; // 0-1 defaults to 1  
material.clearCoat.roughness = 0.5; // 0-1 defaults to 0  
material.clearCoat.texture = texture; // R is storing intensity and G roughness

Values not available in blender are:  
material.clearCoat.isTintEnabled = true;  
material.clearCoat.tintColor = Color3.Teal();  
material.clearCoat.bumpTexture = texture; // dedicated bump texture for the coat

About sheen:  
material.sheen.isEnabled = true;  
material.sheen.intensity = 0.5; // 0-1 defaults to 1  
material.sheen.color = Color3.Teal();  
material.sheen.texture= texture; // RGB is color A is intensity

About anisotropy:  
material.anisotropy.isEnabled = true;  
material.anisotropy.intensity = 0.5; // 0-1 defaults to 1  
material.anisotropy.direction = new Vector2(1, 0); // defines the orientation in tangent space  
material.anisotropy.texture= texture; // RG is direction (-1 to 1 mapped to 0-255 like bump) and B is intensity

You can see all of them in the inspector. Doc should be coming in a couple of weeks.

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_[View the full topic](https://forum.babylonjs.com/t/babylon-4-0-pbr-shader-updates/2439)._
