Member smatthews1999 Posted May 15, 2019 Member Report Share Posted May 15, 2019 I wonder if anyone could offer some guidance regarding preparing textures for Unity Lightweight Render Pipeline. The materials in Unity consist of an Albedo, Normal, and a channel packed texture consisting of Metallic/Occlusion/Smoothness in the R/G and Alpha channel. No idea why the other 2 are skipped. Does this look like the correct approach? Thanks for any help. Quote Link to comment Share on other sites More sharing options...
Member mattaudio Posted May 20, 2019 Member Report Share Posted May 20, 2019 I think the channel packed texture is set this way to be compatible with the standard unity metallic map (metallic/smoothness ). Albedo and normal cannot be packed because they use 3 channels. so the only map that can be packed into the metallic map is the AO map. this should be the setting for exporting: Quote Link to comment Share on other sites More sharing options...
Member smatthews1999 Posted May 20, 2019 Author Member Report Share Posted May 20, 2019 Thanks for that. I came up with the same setup except that I used Roughness where you have Glossiness, and it seemed to look really good. I will try your setup. Quote Link to comment Share on other sites More sharing options...
Member mattaudio Posted May 21, 2019 Member Report Share Posted May 21, 2019 You're welcome. Smoothness is glossiness and both are the inverse of roughness. Quote Link to comment Share on other sites More sharing options...
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