Firstly, thank you for your response As you can see, the Roughness details from Substance Painter are not being applied to the model in Unity. It either becomes overly shiny or the texture color becomes darker. The same issue occurs with the AO connection. I've tried two different ways of connecting the channels in RGBA.…
As you mentioned, I had an idea that the ORM texture set is not used with the default shader system. However, I was confused because I saw examples of asset packages using ORM maps without any shader customization. I am new to Unity, and as you said, getting into complex shader systems will likely cause errors at this…
When you write "ORM", I assume it's packed Occlusion, Roughness, Metallic? I think this packing is of no use for the default Unity shader. If I'm not mistaken for Occlusion it simply takes a greyscale image. Here is the page in the docu for reference:…
I tried changing it according to the Unity documentation, which states, 'Use the Alpha channel of the Specular or Metallic map (depending on which of these two modes you are using) as the Smoothness value.' However, I didn't know that the Glossiness value carries the same information as Roughness and expresses the…
Some engine use Roughness (Unreal, Blender) others Smoothness (Unity). It should be written in the documentation of the engine, but is also apparent from the parameter name. Roughness is the opposite of Smoothness. So with Unity using Smoothness, it's to be expected that the result you get is different/inverted Smoothness…
By the way, I'm not using any custom shaders. I haven't made any customizations on the Unity 3D Core (Built-in renderer) template. I simply placed the models in the scene and assigned materials. I also exported from Substance Painter using the metallicsmoothness presets and applied them to my other models using that…
An image would help. What exactly are you seeing? Are you completely sure you have each of the correct ORM values in the corresponding RGB channels? It might be exporting RMA for example (rough Red, metal Green, ambientocclusion Blue) Also, it's best to set up the same lighting environment in both apps, like using the same…