Shader "Hidden/MetalGlossOcclusionChannelSwap" { Properties { _MainTex ("Texture", 2D) = "white" {} _SmoothnessRangeMin ("Smoothness Range Min", float) = 0 _SmoothnessRangeMax ("Smoothness Range Max", float) = 1 _MetallicRangeMin ("Metallic Range Min", float) = 0 _MetallicRangeMax ("Metallic Range Max", float) = 1 _OcclusionRangeMin ("Occlusion Range Min", float) = 0 _OcclusionRangeMax ("Occlusion Range Max", float) = 1 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; float _MetallicRangeMin; float _MetallicRangeMax; float _SmoothnessRangeMin; float _SmoothnessRangeMax; float _OcclusionRangeMin; float _OcclusionRangeMax; float4 frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // From the GLTF 2.0 spec // The metallic-roughness texture. The metalness values are sampled from the B channel. // The roughness values are sampled from the G channel. These values are linear. // If other channels are present (R or A), they are ignored for metallic-roughness calculations. // // Unity, by default, puts metallic in R channel and glossiness in A channel. // Unity uses a metallic-gloss texture so we need to invert the value in the g channel. // // Conversion Summary // Unity R channel goes into B channel // Unity A channel goes into G channel, then inverted // Unity G channel goes into R channel > Occlusion float4 result = float4( _OcclusionRangeMin + col.g * (_OcclusionRangeMax - _OcclusionRangeMin), 1 - (_SmoothnessRangeMin + col.a * (_SmoothnessRangeMax - _SmoothnessRangeMin)), _MetallicRangeMin + col.r * (_MetallicRangeMax - _MetallicRangeMin), 0); return result; } ENDCG } } }