{
  "schemaVersion": 1,
  "source": {
    "clientBuildId": "24840484",
    "capturedAt": "2026-08-31",
    "contentBytes": 4475208352,
    "unityPyVersion": "1.25.3"
  },
  "renderer": {
    "renderer": "Blender Cycles",
    "blenderVersion": "5.1.0",
    "samples": 64,
    "size": 512,
    "limitation": "Offline reconstruction of game assets; not a screenshot or an exact Rust shader implementation."
  },
  "output": {
    "format": "WebP",
    "size": 256,
    "quality": 92,
    "alpha": true
  },
  "rights": "Original game assets belong to Facepunch Studios. This provenance record does not grant a redistribution license.",
  "materials": {
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      "name": "w_loot crate B DMtier3",
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
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      "detailLayerEnabled": false,
      "packedChannels": "Spec=R, Roughness=G, Metallic=B, Occlusion=A (source shader property)",
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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      "name": "AdvancedLootbox",
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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      "shader": "Rust/Standard Cloth (Specular setup)",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Unhandled texture slots: _DirtColor",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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      "name": "SupplyDropv2",
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
      ],
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      "alphaMode": "opaque"
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      "name": "SupplyDropv_op",
      "shader": "Rust/Standard",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
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      "alphaMode": "blend"
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Rust detail mask uses grayscale R (barrel mask alpha is constant 1); masked MULX2/LERP color reconstructed, other custom blend controls not reproduced.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
      ],
      "detailLayerEnabled": true,
      "alphaMode": "opaque"
    },
    "CAB-e2446ae3835fd7310524e3e713bd9b72:-2837198359323746421": {
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      "shader": "Rust/Standard",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Rust detail mask uses grayscale R (barrel mask alpha is constant 1); masked MULX2/LERP color reconstructed, other custom blend controls not reproduced.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
      ],
      "detailLayerEnabled": true,
      "alphaMode": "opaque"
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    "CAB-e2446ae3835fd7310524e3e713bd9b72:657914845867840114": {
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Unhandled texture slots: _DetailOcclusionMap",
        "Rust detail mask uses grayscale R (barrel mask alpha is constant 1); masked MULX2/LERP color reconstructed, other custom blend controls not reproduced.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
      ],
      "detailLayerEnabled": true,
      "alphaMode": "opaque"
    },
    "CAB-e2446ae3835fd7310524e3e713bd9b72:7875191818987512610": {
      "name": "Food_Cache_002_B",
      "shader": "Rust/Standard",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Unhandled texture slots: _DetailOcclusionMap",
        "Rust detail mask uses grayscale R (barrel mask alpha is constant 1); masked MULX2/LERP color reconstructed, other custom blend controls not reproduced.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
      ],
      "detailLayerEnabled": true,
      "alphaMode": "opaque"
    },
    "CAB-e2446ae3835fd7310524e3e713bd9b72:-1368546808403527409": {
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Unhandled texture slots: _ParticleLayer_AlbedoMap, _ParticleLayer_MetallicGlossMap, _ParticleLayer_NormalMap"
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
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    "CAB-e2446ae3835fd7310524e3e713bd9b72:6954485115589468897": {
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
      ],
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Unhandled texture slots: _DirtColor, _MicrofiberFuzzMask",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Unhandled texture slots: _DirtColor",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Unhandled texture slots: _DetailBlendMaskMap, _DetailMetallicGlossMap",
        "Rust detail mask uses grayscale R (barrel mask alpha is constant 1); masked MULX2/LERP color reconstructed, other custom blend controls not reproduced.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Detail normal blending is not implemented; base normal map retained."
      ],
      "detailLayerEnabled": true,
      "alphaMode": "opaque"
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Rust detail mask uses grayscale R (barrel mask alpha is constant 1); masked MULX2/LERP color reconstructed, other custom blend controls not reproduced.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
      ],
      "detailLayerEnabled": true,
      "alphaMode": "opaque"
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      "shader": "Rust/Standard Cloth (Specular setup)",
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Unhandled texture slots: _DirtColor",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Unhandled texture slots: _ParticleLayer_AlbedoMap, _ParticleLayer_MetallicGlossMap, _ParticleLayer_NormalMap",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
      ],
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
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    "CAB-e2446ae3835fd7310524e3e713bd9b72:-1995510000802005695": {
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
      ],
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading."
      ],
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        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading."
      ],
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    "CAB-e2446ae3835fd7310524e3e713bd9b72:6805141759446318888": {
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
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    "CAB-e2446ae3835fd7310524e3e713bd9b72:-7011434752737083524": {
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      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
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    "CAB-e2446ae3835fd7310524e3e713bd9b72:-363145469976444832": {
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      "shader": "Rust/Standard (Specular setup)",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
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    "CAB-e2446ae3835fd7310524e3e713bd9b72:6303646013549857386": {
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      "shader": "Rust/Standard (Specular setup)",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
    },
    "CAB-e2446ae3835fd7310524e3e713bd9b72:-7136270476503786573": {
      "name": "gears",
      "shader": "Rust/Standard (Specular setup)",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
    },
    "CAB-e2446ae3835fd7310524e3e713bd9b72:2129810619715725674": {
      "name": "metalPipe",
      "shader": "Rust/Standard (Specular setup)",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
    },
    "CAB-e2446ae3835fd7310524e3e713bd9b72:6004844697186732701": {
      "name": "wireSpindle",
      "shader": "Rust/Standard (Specular setup)",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
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    "CAB-e2446ae3835fd7310524e3e713bd9b72:2692793478470131222": {
      "name": "RoadSignSkinned",
      "shader": "Rust/Standard (Specular setup)",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "cutout"
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    "CAB-e2446ae3835fd7310524e3e713bd9b72:-2221166533389561939": {
      "name": "corrugated_a",
      "shader": "Rust/Standard",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
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    "CAB-e2446ae3835fd7310524e3e713bd9b72:-1550556053728021899": {
      "name": "SAR_main",
      "shader": "Rust/Standard (Specular setup)",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination.",
        "Specular workflow is approximated by Principled specular tint/F0, not Unity BRDF."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
    },
    "CAB-e2446ae3835fd7310524e3e713bd9b72:-4606893463088868838": {
      "name": "fuse",
      "shader": "Rust/Standard",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "opaque"
    },
    "CAB-e2446ae3835fd7310524e3e713bd9b72:-5589034389688114": {
      "name": "small_junk_green_variant",
      "shader": "Rust/Standard",
      "notes": [
        "Custom/unknown Unity shader reconstructed with common PBR inputs; not exact game shading.",
        "Unhandled texture slots: _ParticleLayer_AlbedoMap, _ParticleLayer_MetallicGlossMap, _ParticleLayer_NormalMap",
        "Baked occlusion multiplies albedo; Unity applies occlusion to indirect illumination."
      ],
      "detailLayerEnabled": false,
      "alphaMode": "cutout"
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