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テクスチャを1枚にまとめる v0.69.0
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