Instructions for GLTF PBR Shader

  • Metallic Shader

    Use this shader when the material is metallic.

  • Rendering Mode: opaque/culling/blending

  • Base Color: diffuse color

  • Apply Vertex Colors: Whether to receive the vertex color in the model

  • Metal Rough: Metal roughness texture. The G and B channels of the texture represent: roughness and metalness respectively. Note that sRGB is not ticked for this texture.

  • Metallic: metallic degree. The final effect will be multiplied by the B value in the Metal Rough.

  • Roughness: roughness. its final effect will be multiplied by the G value in the Metal Rough.

  • Normal Map: note that the Texture Type in the unity property of this map is Default (do not select Normal Map), and do not check the sRGB option, as shown below:

  • Occlusion: AO map

  • Emissive: Self-illumination map/color

  • Non-metallic Shader

    Use this shader when the material is not metallic.

  • Rendering Mode: opaque/culling/blending

  • Base Color: diffuse color

  • Apply Vertex Colors: whether to receive vertex colors in the model

  • Spec Gloss: Specular gloss color

  • Glossiness: Glossiness intensity

  • Normal Map: note that the Texture Type in the unity property of this map is Default (do not select Normal Map), and do not check the sRGB option, as shown below:

  • Occlusion: AO map

  • Emissive: self-illumination map/color

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