Shader "Hidden/UniGLTF/StandardMapImporter" { Properties { _MainTex ("Texture", 2D) = "white" {} _GltfMetallicFactor ("glTF Metallic Factor", Float) = 0.0 _GltfRoughnessFactor ("glTF Roughness Factor", Float) = 0.0 _GltfMetallicRoughnessTexture ("glTF Metallic Roughness Texture", 2D) = "black" {} _GltfOcclusionTexture ("glTF Occlusion Texture", 2D) = "black" {} _IsLegacySquaredRoughness ("Is UniGLTF Legacy Squared Roughness", Float) = 0.0 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; half _GltfMetallicFactor; half _GltfRoughnessFactor; sampler2D _GltfMetallicRoughnessTexture; sampler2D _GltfOcclusionTexture; half _IsLegacySquaredRoughness; fixed4 frag (v2f i) : SV_Target { half4 metallicRoughnessTex = tex2D(_GltfMetallicRoughnessTexture, i.uv); half4 occlusionTex = tex2D(_GltfOcclusionTexture, i.uv); half occlusion = occlusionTex.r; // R: glTF Occlusion half roughness = metallicRoughnessTex.g * _GltfRoughnessFactor; // G: glTF Roughness half metallic = metallicRoughnessTex.b * _GltfMetallicFactor; // B: glTF Metallic // MIGRATION code: legacy behaviour if (_IsLegacySquaredRoughness == 1.0) { roughness = sqrt(roughness); } fixed4 result; result.r = metallic; // R: Unity Metallic result.g = occlusion; // G: Unity Occlusion result.b = 0; // B: Unity Heightmap (no use) result.a = 1.0 - roughness; // A: Unity Smoothness return result; } ENDCG } } }