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Support for URP shader #75
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Sounds simple enough. I can try, but I have no experience with URP. |
Any update on this? |
Please, URP is a must for mobile projects. Specially WebGL. @Siccity Is URP support coming soon? |
Just added basic URP support. Please verify that the shaders work correctly. |
@Siccity It works! Just one thing, it seems to add a metallic material to the model for no reason. There is no metallic material in the original model, is there a way to configure this? So it's working, but it seems to assign the wrong materials/material properties. I will give you an example, check out this model Using Piglet, it looks like this, exactly how it looks like on sketchfab. But using GLTFUtility, it looks like this: EDIT It would be nice if it was possible to edit the material from the model directly without having to create a material preset. This would be extremely useful when there are tons of meshes, Because right now, I need to reassign the material to each mesh. EDIT 2 |
@marcusx2 In normal PBR rendering conditions, a material is either metallic or specular. The model you are using is exported using metallic settings. GLTFUtility is correct to use metallic shader, and I assume both sketchfab and Piglet does the same. I think the problem here is that I set up the shader graph wrong, due to my inexperience with URP. You can edit the default shaders in |
@Siccity Oh I see. Sorry, I don't know the next thing about shaders either! Maybe you can try Unity Discord? They have a shader channel there. |
I just committed a small fix for the materials. I found that i had hooked the roughness input to the metallic output, and not hooked the metallic input to anything. Now it's all hooked up and hopefully looks better! |
@Siccity Thanks! It's working perfectly now. Is there a way that I can edit the materials in the editor without having to create a copy? I mean |
@marcusx2 this is the default way Unity does it. You can't edit source materials on fbx or obj either. I might make a setting in the future that exports these source materials as editable copies |
Hey there!
Wether using GLTFUtility for VR or mobile application, URP would boost performance a lot. This would be the first GLTF solution supporting URP at the moment.
Probably the only thing to update is:
What do you think?
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