Standard

Last modified October 5, 2021 update English (5b151c8b)

Physically Based Rendering

Standard Shader

UniVRM uses Unity’s standard Standard shader instead of creating your own shader for PBR.

Correspondence table of Metallic, Roughness, Occlusion

Applications glTF material Unity Standard Shader
Occlusion occlusionTexture R G _MetallicGlossMap
Roughness pbrMetallicRoughness.metallicRoughnessTexture G A _MetallicGlossMap (smoothness = 1 - roughness)
Metallic pbrMetallicRoughness.metallicRoughnessTexture B R _OcclusionMap

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