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TextureCombiner maskMapCombiner = new TextureCombiner( |
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metallicMap, 0, // R: Metallic from red
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occlusionMap, 0, // G: Occlusion from red
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occlusionMap, 1, // G: Occlusion from green
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detailMaskMap, 0, // B: Detail Mask from red
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smoothnessMap, (srcMaterial.shader.name == Standard_Rough)?-4:3 // A: Smoothness Texture from inverse greyscale for roughness setup, or alpha
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); |
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