# 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