Instructions for GLTF PBR Shader
Last updated
Last updated
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