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# Instructions for GLTF PBR Shader

* Metallic Shader&#x20;

  Use this shader when the material is metallic.

<figure><img src="https://kxleqzb9u6.feishu.cn/space/api/box/stream/download/asynccode/?code=M2Q1YTI4Y2E0ZTU5OGY3ZTcwZGFkMjlkN2Y0MzAxNWVfTUtuT1VzZ1ZSMFV5NGxKTEdBT0F4U2VYd1VqejN0Z1RfVG9rZW46Ym94Y25JTG82V3NHZGpzdFRVU1FjSkY1aklIXzE2ODIzMTUxMTU6MTY4MjMxODcxNV9WNA" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/J3jbTYD71XisdaVvQ21w" 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="/files/R61J9beeGKLhdv1iFwzV" 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="/files/RbuzZ0x9fzf9L8sLGnLn" 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="/files/isagFOq1BIIjdtJua76q" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/hUxMmRSh0IiirhwT0lji" 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="/files/mqoFhPdxFrynqEzEWNQA" alt=""><figcaption></figcaption></figure>

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