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liltextureutil's Introduction

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  1. Drag and drop unitypackage to the Unity window to import it.
  2. Right-click on the texture and select _lil/TextureUtil/* to convert

Since the G and B channels are set to 1.0 when converting to MetallicGlossMap, in many cases it can be used as a Mask Map as is. Basically, convert with Perceptual Roughness, and if the result is too smooth, convert with Roughness.

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  1. unitypackageをUnityウィンドウにドラッグ&ドロップでインポート
  2. テクスチャを右クリックして_lil/TextureUtil/内のメニューから変換

MetallicGlossMap変換時にG・Bのチャンネルに1.0が設定されるため、多くの場合はそのままMask Mapとして使用できます。基本的にPerceptual Roughnessとして変換を行い、結果が滑らかすぎる場合はRoughnessで変換を行ってください。

Selection and conversion

Menu Name Selection (Bold is required, others are optional) Output
[Texture] Convert normal map (DirectX <-> OpenGL) Normal map Normal map
[Texture] Smoothness/Smoothness -> MetallicGlossMap Smoothness MetallicGlossMap
[Texture] Smoothness/Metallic, Smoothness (, Occlusion, Detail) -> MetallicGlossMap (MaskMap) Metallic, Smoothness, Occlusion, Detail MetallicGlossMap or Mask Map
[Texture] Perceptual Roughness/Roughness -> Smoothness Roughness Smoothness
[Texture] Perceptual Roughness/Roughness -> MetallicGlossMap Roughness MetallicGlossMap
[Texture] Perceptual Roughness/Metallic, Roughness (, Occlusion, Detail) -> MetallicGlossMap (MaskMap) Metallic, Roughness, Occlusion, Detail MetallicGlossMap or Mask Map
[Texture] Roughness/Roughness -> Smoothness Roughness Smoothness
[Texture] Roughness/Roughness -> MetallicGlossMap Roughness MetallicGlossMap
[Texture] Roughness/Metallic, Roughness (, Occlusion, Detail) -> MetallicGlossMap (MaskMap) Metallic, Roughness, Occlusion, Detail MetallicGlossMap or Mask Map

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