Linear URP 2021.3, should be the same as with you
This is with UnityGLTF/PBRGraph, your textures, but the normals from the URP folder (since the normals in the other folder are empty and thus look wrong)
Thank you! Looks the same Iād say, what do you think?
Another note: please make sure that your roughnessMetallic or metallicSpecular maps are set to linear in Unity, sRGB must be off
applies to any workflow (no matter URP/Lit or UnityGLTF/PBRGraph)
Iāll take a note to add a warning for this on export and also in the material inspector in PBRGraph⦠common mistake
Okay, THAT was the problem, now much much effort for a small checkbox and tomatoes on the eyes ![]()
Thanks for your help, now it looks good and corresponds pretty much exactly to what is seen in substance painter with minimal deviations but these are shader depending.
by user 260813948499132416
Cool!
And another note: not sure how substance handles that, but ātransparent metalsā are physically impossible (e.g. the glass part has metallic=1 and should be transparent, that wonāt work in every renderer)
Some renderers will simply āfadeā the metal out (e.g. alpha=0.1 means: make the result with 10% opacity), but others that behave more physically correct will show you a solid surface.
Oh yes I know that, the glass is very quick and dirty glued together from a smart material. and switched to transparent. Now the real fun can begin
. Iām very excited about the Progressive Texture feature, is that already partially usable? I see that there is a component for it, which has a Max Size Value.
by user 260813948499132416
Yeah there is but itās not ready to be used yet (altough nobody can stop you from trying
just no promises yet)
It is def. very early and more on the POC side of things right now. There are also known issues where textures receive wrong compression settings / look wrong in production builds.
The physically correct way to do glass in glTF (so, also in Needle Engine) is to use PBRGraph and turn on ātransmissionā:
Also see GitHub - prefrontalcortex/UnityGLTF at dev

Ah Iād better wait for the upcoming update, Iād rather not open this can of worms.
But it is one of the most interesting features ever. Especially texture-heavy projects are incredibly frustrating to implement with WebGL.
by user 260813948499132416
Will check that out next ![]()
by user 260813948499132416
