Material-Settings

About material settings:

Troubleshooting

  • The issue of causing glossy reflections:
    • It occurs when the shader type is Standard (Unity standard) and the values of metallic and smooth are high. If you set the material’s shader to Unlit / UniUnlit, the texture can be displayed as it supposes to be.
    • When an unknown shader is selected (not supported by VRM), the shader is defaulted to Standard shader and it may result in glossy reflections. If you set the material’s shader to Unlit / UniUnlit, the texture can be displayed as it supposes to be.

Standard Shader

Unity’s standard shader is compatible with GLTF’s standard PBR shader.

WIP

Unlit Type Shader

The unlit type shaders Unlit / Color, Unlit / Texture, Unlit / Transparent, and Unilt / Transparent Cutout are built-in shaders in Unity. In GLTF, they are supported by the KHR_material_unlit extension.

In GLTF, you can utilize doubleSided, the multiplication of Texture and Color, VertexColor and the alpha mode of color. However, there is no shader that can handle these features on Unity side. In order to bring in this features, we have added the shader UniGLTF / Unlit in Unity (v0.44).

WIP

MToon Shader

Last modified January 1, 0001
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