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[Feature Request/Improvement on PBR Consistency] IOR value of UnityGLTF shader must apply to non-transparent material. #894

@XtroTheArctic

Description

@XtroTheArctic

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.

Image
Image

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This is a feature request.

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  • Editor Import
  • Runtime Import
  • Editor Export
  • Runtime Export

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