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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