Open HugoPlacer opened 3 weeks ago
It seams that assimp don't expose any material parameter for the PBR Material Pipeline. An alternative to this could be check if the material has the texture and set the needed value for the parameter (for example: for the Metallic if not has the texture metallic is 0 and if has the texture metallic is 1).
I do it and it seems to work :p 5e2475812cad033c4becce85972d4b24fce0d180
Load Material Parameters from the assimp.Add some way to differentiate if the metallic and roughness textures are the same texture or different and if are the same texture what channel uses for each value. (the DamagedHelmet uses the single texture aproach, Sponza uses the single texture aproach but instead of using the red and green channel uses the green and blue channels.