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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​

ApplicationsglTF materialUnity Standard Shader
OcclusionocclusionTextureRG_MetallicGlossMap
RoughnesspbrMetallicRoughness.metallicRoughnessTextureGA_MetallicGlossMap (smoothness = 1 - roughness)
MetallicpbrMetallicRoughness.metallicRoughnessTextureBR_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