diff --git a/Assets/VRM/UniGLTF/Scripts/IO/MaterialImporter.cs b/Assets/VRM/UniGLTF/Scripts/IO/MaterialImporter.cs
index 5e37f544b..31db25670 100644
--- a/Assets/VRM/UniGLTF/Scripts/IO/MaterialImporter.cs
+++ b/Assets/VRM/UniGLTF/Scripts/IO/MaterialImporter.cs
@@ -164,9 +164,8 @@ namespace UniGLTF
if (texture != null)
{
var prop = "_MetallicGlossMap";
- var smoothness = 1.0f - x.pbrMetallicRoughness.roughnessFactor;
- // Bake smoothness values into a texture.
- material.SetTexture(prop, texture.ConvertTexture(prop, smoothness));
+ // Bake roughnessFactor values into a texture.
+ material.SetTexture(prop, texture.ConvertTexture(prop, x.pbrMetallicRoughness.roughnessFactor));
}
material.SetFloat("_Metallic", 1.0f);
diff --git a/Assets/VRM/UniGLTF/Scripts/IO/TextureConverter.cs b/Assets/VRM/UniGLTF/Scripts/IO/TextureConverter.cs
index 2c96649b2..43e0350ac 100644
--- a/Assets/VRM/UniGLTF/Scripts/IO/TextureConverter.cs
+++ b/Assets/VRM/UniGLTF/Scripts/IO/TextureConverter.cs
@@ -51,11 +51,11 @@ namespace UniGLTF
{
private const string m_extension = ".metallicRoughness";
- private float _smoothness;
+ private float _smoothnessOrRoughness;
- public MetallicRoughnessConverter(float smoothness)
+ public MetallicRoughnessConverter(float smoothnessOrRoughness)
{
- _smoothness = smoothness;
+ _smoothnessOrRoughness = smoothnessOrRoughness;
}
public Texture2D GetImportTexture(Texture2D texture)
@@ -76,6 +76,10 @@ namespace UniGLTF
{
// Roughness(glTF): dst.g -> Smoothness(Unity): src.a (with conversion)
// Metallic(glTF) : dst.b -> Metallic(Unity) : src.r
+
+ var pixelRoughnessFactor = src.g * _smoothnessOrRoughness; // roughness
+ var pixelSmoothness = 1.0f - Mathf.Sqrt(pixelRoughnessFactor);
+
return new Color32
{
r = src.b,
@@ -83,7 +87,7 @@ namespace UniGLTF
b = 0,
// Bake roughness values into a texture.
// See: https://github.com/dwango/UniVRM/issues/212.
- a = (byte)(255 - Math.Min(src.g * (1.0f - _smoothness), 255)),
+ a = (byte)Mathf.Clamp(pixelSmoothness * 255, 0, 255),
};
}
@@ -91,12 +95,17 @@ namespace UniGLTF
{
// Smoothness(Unity): src.a -> Roughness(glTF): dst.g (with conversion)
// Metallic(Unity) : src.r -> Metallic(glTF) : dst.b
+
+ var pixelSmoothness = src.a * _smoothnessOrRoughness; // smoothness
+ // https://blogs.unity3d.com/jp/2016/01/25/ggx-in-unity-5-3/
+ var pixelRoughnessFactor = (1.0f - pixelSmoothness) * (1.0f - pixelSmoothness);
+
return new Color32
{
r = 0,
// Bake smoothness values into a texture.
// See: https://github.com/dwango/UniVRM/issues/212.
- g = (byte)(255 - Math.Min(src.a * _smoothness, 255)),
+ g = (byte)Mathf.Clamp(pixelRoughnessFactor * 255, 0, 255),
b = src.r,
a = 255,
};
diff --git a/Assets/VRM/UniGLTF/Scripts/IO/TextureItem.cs b/Assets/VRM/UniGLTF/Scripts/IO/TextureItem.cs
index 421a87074..87f7fb26a 100644
--- a/Assets/VRM/UniGLTF/Scripts/IO/TextureItem.cs
+++ b/Assets/VRM/UniGLTF/Scripts/IO/TextureItem.cs
@@ -36,7 +36,7 @@ namespace UniGLTF
///
/// used only when converting MetallicRoughness maps
///
- public Texture2D ConvertTexture(string prop, float smoothness = 1.0f)
+ public Texture2D ConvertTexture(string prop, float smoothnessOrRoughness = 1.0f)
{
var convertedTexture = Converts.FirstOrDefault(x => x.Key == prop);
if (convertedTexture.Value != null)
@@ -69,7 +69,7 @@ namespace UniGLTF
if (prop == "_MetallicGlossMap")
{
- var converted = new MetallicRoughnessConverter(smoothness).GetImportTexture(Texture);
+ var converted = new MetallicRoughnessConverter(smoothnessOrRoughness).GetImportTexture(Texture);
m_converts.Add(prop, converted);
return converted;
}