- Material maps:
- normal maps (with
_BumpScale/ glTF's scale), in a tangent frame computed per mesh on upload with Unity's handedness; - metallic maps (Standard's and URP's R metallic, A smoothness times the scale; glTF's B metallic, G roughness times the factors);
- occlusion (Standard's G with
_OcclusionStrength; glTF's R with its strength) darkening ambient light and reflections; - emission maps multiplying the emission color.
- normal maps (with
- Maps apply behind Unity's keywords (
_NORMALMAP,_METALLICGLOSSMAP, URP's_METALLICSPECGLOSSMAPand_OCCLUSIONMAP,_EMISSION)..matfiles now import their keywords. - glTF imports every map with glTFast's factors and keywords, color images in sRGB and the others linear, embedded and linear images without mipmaps (as glTFast does).
- Texture
.metafiles: normal maps and sRGB-off textures load linear, andTexture.isDataSRGBreports it. RenderSettings:- each scene has its own (Unity's defaults for a new one); loading a
.unityscene brings its RenderSettings and sun; - making another scene active switches to its settings; without a sun,
sunis the brightest directional light; - JSON scenes take a
"renderSettings"object, which the Unity round trip uses.
- each scene has its own (Unity's defaults for a new one); loading a
- The renderer lights from the trilight ambient (or flat, or the skybox stand-in times the intensity), scales reflections by
reflectionIntensity, and applies linear, exponential and squared fog by view depth. Sprite and UI shaders skip the fog. - MCP inline materials take
"textures"(maps turn their keywords on),"colors"and"keywords"; textures take"linear". - The conformance project now uses Linear color space, as Tassix renders.
- Conformance:
- a new
render_settingsscenario records defaults, script changes, a Unity scene's settings and switching the active scene; gltf_importgained a generated model with every map (conformance/assets/make_pbr_maps.py);- 36 scenarios pass in both runs.
- a new
- GPU tests cover normal, metallic and occlusion maps in both channel layouts, trilight ambient and fog. MCP e2e tests cover fog and ambient from a script, and an inline emission map.
- Not yet: the MCP editor keeping a scene's RenderSettings, so playing a
.unityscene from MCP uses the defaults; skyboxes and reflection probes; detail and height maps;Mesh.tangents. - Next: the MCP editor's RenderSettings, then skyboxes (procedural and cubemap) as backgrounds and ambient.
Phase 5 · Slice 10 ·