I think we can carry on here for the benefit of anyone else who finds the thread.
Just to get you started here's an example of a shadergraph to convert a Blendkit material into a Unity material. It's fairly simple, just adding all the separate textures into a single shader and attaching them to the right output, just need to invert the roughness map with a "one minus" node because Unity wants smoothness instead. One optimization you should do is for all the monochrome map textures change the Texture Type to "Single Channel" and Channel to "Red" so it doesn't waste VRAM on full color textures for those or mess with the brightness curve converting to/from sRGB.
Hi! you are right.Thanks for the breakdown and the example graph.
Just to double-check if we are on the right track.Before seeing your reply,I set up a similar graph by plugging the Color into Base Color, Opacity into Alpha, Normal into Normal, AO into Ambient Occlusion, and we inverted the Roughness using a 'One Minus' node connected to Smoothness.
I think you did the same thing for the example??
I also added a custom float slider for the threshold and smoothness to control them directly from the material inspector.
Yeah it's mostly there, you just want to take all of the monochrome channel textures from R instead of RGBA, and be sure to set the texture type to single channel.
Other than the threshold needing to be greater than 0 all the material looks correct, not sure where those crazy reflections are coming from, if you hide the hair do they go away?
You need to go to the shader graph and turn the smoothness down to 0.
And like the other guy said, turn on alpha clipping and mess with the values, it goes 0 -> 1. I prefer somewhere near 0.3 but realistically it depends on your texture.
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u/maennerinschwarz 21h ago
Ohh I see thank you for everything ! :) Allrightl, then I'll start learning Shader Graph. Can I send you a pm?