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