Standard
Physically Based Rendering
Standard Shader
UniVRM
uses Unity's standard Standard shader
instead of creating your own shader for PBR.
Reflects shiny
The Shader type is Standard
(Unity standard) and the metallic
and smooth
values are high.If you set the material shader to Unlit/UniUnlit
, the texture can be displayed as it is.
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 |
MetallicSmoothOcclusion Combine textures into one
v0.69.0
- import: The metallicRoughnessTexture and occlusionTexture of glTF are combined into one (see the table above).
- export: Standard _MetallicGlossMap and _OcclusionMap are combined into one (see the table above).
v0.68.0
or earlier
- import: Convert and import two textures, one for _MetallicGlossMap and one for _OcclusionMap
- export: Convert two textures from Standard's _MetallicGlossMap and _OcclusionMap and export