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Question WebGL 1.0 and PBR Textures?

Discussion in 'WebGL' started by wuannetraam, Jul 26, 2021.

  1. wuannetraam

    wuannetraam

    Joined:
    Oct 29, 2019
    Posts:
    87
    Is this possible? I have a .psd texture. It is a Metallic texture with a Smoothness texture in the Alpha channel.
    When I build my project and test it out the material looks quite flat not as how it looks in Unity. I am building for WebGL 1.0
     
  2. wuannetraam

    wuannetraam

    Joined:
    Oct 29, 2019
    Posts:
    87
  3. KamilCSPS

    KamilCSPS

    Joined:
    May 21, 2020
    Posts:
    376
    It's a spam bot, you can ignore it. Nothing to do with your question. I reported it, you can too.
     
  4. popMark

    popMark

    Joined:
    Apr 14, 2013
    Posts:
    114
    WebGL1 doesn't support texCubeLod which is pretty much required for the PBR specular stuff. Unity make do with texCubeBias but since the shader can't use that to select exactly what mip to use it will always be off, and can vary a lot between adjacent triangles.

    I haven't found a correct solution, but I think if you author your textures with either 1 or 0 for smoothness you'll get the least artifacts, but everything is either shiny or rough, you'll lose all the mid range mips.