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Description
Describe the bug 💬
This question/request first came up during another issue ticket (#857) but it was not directly related so I'm posting it as a separate feature request for your consideration. I believe this would increase the compatibility and visual consistency between UnityGLTF and other PBR software such as Blender.
I'm not a graphical programming expert so please forgive my way of describing this.
I think the implementation of UnityGLTF shader considers IOR as being a transparency property but in PBR systems, IOR value controls the base color of a non-transparent material as shown in the Blender screenshots below.
UnityGLTF Readme documentation mentions enabling Transmission and Volume (optional). When I enable Transmission and increase its value, I still don't see any effect on the material while changing the IOR value. Enabling Volume finally starts to show the IOR effect on the material... BUT...
I was expecting IOR to work on NON-TRANSPARENT materials similar to what I see in Blender. I am not expert on these graphical stuff but, as far as I can observe in blender, IOR is not only related to the transparency of the object. It affects the base color of the material and specular strength even for non-transparent materials.
Steps to reproduce 🔢
This is a feature request.
Files to reproduce the issue ♻
No response
Editor Version 🎲
Other (Provide details below)
Render Pipeline and version
Not related
UnityGLTF Version
Not related
Operating System 👩💻
Other (Provide details below)
When does this problem happen?
- Editor Import
- Runtime Import
- Editor Export
- Runtime Export
Additional Info 📜
No response
Validations 🩹
- I have searched existing issues: no issue already exist that reports the same problem.
- I follow the Code of Conduct
- I provided a minimal reproducible example, including files when necessary.