# The Chimera Protocol - 1m x 1m Photorealistic Seamless PBR Wall Textures Kit (AAA Scanned)

## Physical Dimensions & Tiling:
- All textures are 100% 4-way seamless (Wrap-Around Tiling).
- Real-World Physical Scale: 1.00m x 1.00m per UV tile.
- Built specifically for Modular Walls (1m, 2m, 4m) and the 25cm Corner Column.
- Recommended Unity Tiling: (1, 1) to match world metric space (1 meter = 1 tile).
- Resolution: 1024 x 1024 px (1024 px/m High-Density PBR).

## Photorealistic Materials Included:
1. Concrete_Brutalist:
   - Scanned architectural precast modular concrete wall with tie holes, subtle seams, and natural micro-porosity.
2. Metal_ArxisPanel:
   - Scanned industrial treated steel armor plates with real seam joints, surface scratches, and realistic metallic reflections.
3. Stone_FacilityBlocks:
   - Scanned architectural slate stone wall panels with natural clefts, micro-relief, and deep mortar channels.
4. Tiles_CleanroomLab:
   - Scanned hygienic white subway ceramic tiles with dark antimicrobial epoxy grout lines and glossy specular glaze.
5. Panel_PaddedQuarters:
   - Scanned high-density composite acoustic vibration-damping panels with beveled edges and matte soundproofing finish.

## Complete PBR Maps Included (7 Maps per material):
- _Albedo.png: Photogrammetry-calibrated Base Color (sRGB)
- _Normal.png: Tangent-Space Normal map (OpenGL / Unity +X, +Y, +Z standard)
- _Roughness.png: Real physical surface roughness
- _Metallic.png: Electrical conductivity / metallic reflection map
- _Height.png: True displacement / cavity depth map
- _AO.png: Ambient Occlusion ambient cavity shadowing
- _MaskMap.png: Packed Unity HDRP/URP Map:
  - R: Metallic
  - G: Ambient Occlusion
  - B: Height / Detail
  - A: Smoothness (1.0 - Roughness)

## Unity Setup Instructions:
1. Drag texture folders into 'Assets/Environment/Textures/Walls/'.
2. Select '*_Normal.png' textures and set 'Texture Type' to 'Normal map' in Inspector.
3. For URP Lit Shader:
   - Assign _Albedo to Base Map
   - Assign _Normal to Normal Map
   - Assign _Metallic to Metallic Map
   - Assign _Roughness to Smoothness Source (or invert)
4. For HDRP Lit Shader:
   - Assign _Albedo to Base Color
   - Assign _Normal to Normal Map
   - Assign _MaskMap to Mask Map
