Comment on page
Instructions for GLTF PBR Shader
- Metallic ShaderUse 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 ShaderUse 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
Last modified 7mo ago