Base colour (albedo) map
The texture that holds a surface's colour with no lighting in it; diffuse colour for non-metals, reflection colour for metals. Covers safe brightness ranges, measured reference values and the usual mistakes.
The base colour map (also called albedo, or diffuse in older workflows) is the texture that says what colour a surface is, with no light or shadow in it. Epic: "Base Color defines the overall color of the Material" (Unreal Engine documentation: Physically Based Materials in Unreal Engine). Marmoset defines albedo as "a color which describes the fractions of various colors of light that will scatter back out of a surface" (Marmoset: Basic Theory of Physically-Based Rendering).
#Why it matters
In physically based rendering, the shader adds all shading, highlights and shadows itself. So the base colour should look like a photo of the surface taken under perfectly flat, even light. Godot explains why it renamed its Diffuse slot to Albedo: in PBR "this color affects many more calculations than just the diffuse lighting path" (Godot documentation: Standard Material 3D and ORM Material 3D).
It also has two meanings, switched by the metallic map:
- On non-metal pixels it is the diffuse colour.
- On metal pixels it is the colour of the reflection. Metals have no diffuse colour, so this is where gold gets its yellow (Marmoset: Basic Theory of Physically-Based Rendering).
#Safe value ranges
Adobe's PBR Guide gives the most quoted rules, in 8-bit sRGB (Adobe Substance 3D: The PBR Guide – Part 2):
- Non-metals, dark end: "you should not go under 30-50 sRGB", "more tolerant at 30 sRGB and stricter at 50 sRGB".
- Non-metals, bright end: no values "higher than 240 sRGB".
- Raw metals: a reflectance of 70–100%, which Adobe maps to 180–255 sRGB, ideally from measured data.
Epic publishes measured base colours: charcoal 0.02, fresh asphalt 0.02, worn asphalt 0.08, bare soil 0.13, green grass 0.21, desert sand 0.36, fresh concrete 0.51, ocean ice 0.56 and fresh snow 0.81; and metals such as iron (0.560, 0.570, 0.580), silver (0.972, 0.960, 0.915) and gold (1.000, 0.766, 0.336) (Unreal Engine documentation: Physically Based Materials in Unreal Engine). The free Physically Based database collects similar values for many more materials, with a switch between sRGB and linear display (physicallybased.info: Physically Based: a database of physically…).
The two sources line up: the darkest real material sits inside Adobe's 30–50 tolerance, and fresh snow stays under 240.
#Colour space and storage
Base colour is the one main PBR map stored in sRGB. glTF requires it (Khronos Group: glTF 2.0 Specification), and Unity tells you to enable sRGB "for non-HDR color textures such as albedo" (Unity Manual: Default texture import settings reference). Its alpha channel, when present, is linear (Khronos Group: glTF 2.0 Specification) and is often used for opacity; Unity URP can also read smoothness from the base map's alpha (Unity Manual: Lit shader material Inspector window…).
#Example
#Common mistakes
- Too dark or too bright. Pure black (0) or pure white (255) breaks energy balance and looks fake in any lighting (Adobe Substance 3D: The PBR Guide – Part 2).
- Dark metals. A metal pixel with a dark base colour reads as black plastic; keep raw metal at about 180–255 (Adobe Substance 3D: The PBR Guide – Part 2).
- Saturated colours pushed to 100%. Real paint and dye rarely sit at the edge of the colour space. Check saturation as well as brightness.
- Imported as linear. The texture looks washed out and too bright in the engine. Check the sRGB flag (Unity Manual: Default texture import settings reference).
- Different value ranges across assets. One artist's "white" plaster at 250, another's at 200, and the scene looks patchy. Agree a reference chart in the art bibles and style guides.
#In different tools
- Unreal Engine: Base Color input, RGB clamped 0–1 (Unreal Engine documentation: Physically Based Materials in Unreal Engine). Use the Default compression setting with sRGB on.
- Unity: Base Map in URP and HDRP Lit, sRGB (Color Texture) enabled (Unity Manual: Default texture import settings reference).
- Godot: Albedo; colour and texture are multiplied together (Godot documentation: Standard Material 3D and ORM Material 3D).
#Related terms
physically based rendering · texture maps explained · metallic map · roughness map · ambient occlusion · colour for environments · value
#Further reading and watching
References
- · Physically Based Materials in Unreal Engine · Unreal Engine documentation · docs · accessed 2026-10-21
- · Basic Theory of Physically-Based Rendering · Marmoset, 2015 · article · accessed 2026-10-21
- · Standard Material 3D and ORM Material 3D (documentation source) · Godot documentation (GitHub) · docs · accessed 2026-10-21
- · The PBR Guide – Part 2 · Adobe Substance 3D (Adobe Learn) · article · accessed 2026-10-21
- · Physically Based: a database of physically based values for CG artists · physicallybased.info · web · accessed 2026-10-21
- · glTF 2.0 Specification · Khronos Group (GitHub) · docs · accessed 2026-10-21
- · Default texture import settings reference · Unity Manual (6000.2) · docs · accessed 2026-10-21
- · Lit shader material Inspector window reference for URP · Unity Manual (6000.2) · docs · accessed 2026-10-21
- · Flintlock Pistol (critique thread) · Polycount, 2014 · forum · accessed 2026-10-21
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Last updated 2026-10-22