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Update glTF specific shader #63

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sbtron opened this issue Sep 27, 2017 · 5 comments
Closed

Update glTF specific shader #63

sbtron opened this issue Sep 27, 2017 · 5 comments
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@sbtron
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sbtron commented Sep 27, 2017

Current one doesn't work on Android and was stripped out.
Need to figure out a better solution.

@sbtron sbtron added the 1.0 label Sep 27, 2017
@sbtron sbtron added this to Todo in Road to 1.0 Sep 27, 2017
@AurL
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AurL commented Nov 14, 2017

@sbtron I wonder what's the purpose of using a specific glTF shader instead of the Unity's Standard one ?
The only reason I have in mind is that it doesn't require any image processing (unpacking/repacking)
I guess it could fix this issue ?

Also, just to let you know, we are working on a "Design-time import of glTF 2.0 files" from this project and I guess it could be a good contribution, as we are facing and solving a few of the issues. I just don't know a lot yet about the rules and how our choices/solutions are ok with the rest of the plugin.

@bghgary
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bghgary commented Nov 14, 2017

doesn't require any image processing (unpacking/repacking)

It's more than that. Unity doesn't multiply the colors against the texture where as glTF does. Unity doesn't support texture coordinate sets where as glTF does. I think we need to think about supporting both.

@AurL
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AurL commented Nov 15, 2017

Ok thanks @bghgary . +1 for the texture coordinate sets (but colors are multiplied against texture if I'm right).
Anyway, yes it would makes sense to support both 👍

@bghgary
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bghgary commented Nov 27, 2017

colors are multiplied against texture if I'm right

Sorry, yeah, it is multiplied if there is a color in addition to texture, but some properties don't behave this way. For example, metallic factor in glTF is not representable in Unity's standard material if metallic texture is also specified. Another example is for the spec-gloss extension where Unity expects only one of specular color or texture but not both.

@stevenvergenz
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This is done.

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