# Instructions for GLTF PBR Shader

* Metallic Shader&#x20;

  Use this shader when the material is metallic.

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<figure><img src="https://946772453-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FNxlfiLjObdGlxsqsAWuW%2Fuploads%2F9ZDdcDDeo1Z9yekoYWzQ%2Fimage.png?alt=media&#x26;token=6aa2789e-5bc7-418a-a483-1e1deca16de2" alt=""><figcaption></figcaption></figure>

* 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.

<figure><img src="https://946772453-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FNxlfiLjObdGlxsqsAWuW%2Fuploads%2Fa9xrSgbPxe2dTPZFS3u2%2Fimage.png?alt=media&#x26;token=af22aae8-a9ed-4e59-8bca-c820d89391ee" alt=""><figcaption></figcaption></figure>

* 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:

<figure><img src="https://946772453-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FNxlfiLjObdGlxsqsAWuW%2Fuploads%2F2ofPPR3zN5Ovfec9aSIa%2Fimage.png?alt=media&#x26;token=1e6b7bbf-85e0-4bb2-9995-4f9d2c0a64a9" alt=""><figcaption></figcaption></figure>

* Occlusion: AO map
* Emissive: Self-illumination map/color
* Non-metallic Shader

  Use this shader when the material is not metallic.

<figure><img src="https://946772453-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FNxlfiLjObdGlxsqsAWuW%2Fuploads%2FblPMbL3O9dkd7rYEOPlG%2Fimage.png?alt=media&#x26;token=df6459de-c6b4-4323-b07f-1124eae2da9c" alt=""><figcaption></figcaption></figure>

<figure><img src="https://946772453-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FNxlfiLjObdGlxsqsAWuW%2Fuploads%2Fcm3yubeYsTE5ovtsQDDx%2Fimage.png?alt=media&#x26;token=900b0f0c-a17b-4452-832d-23760dae0a89" alt=""><figcaption></figcaption></figure>

* 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:

<figure><img src="https://946772453-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FNxlfiLjObdGlxsqsAWuW%2Fuploads%2F78GysxBuacFyfFVeCZUf%2Fimage.png?alt=media&#x26;token=6131537d-5edb-49b1-ab9f-3032570c8dd2" alt=""><figcaption></figcaption></figure>

* Occlusion: AO map
* Emissive: self-illumination map/color
