If a material on a GLTF model uses the KHR_materials_unlit extension, Overte should use the unlit shader on that material, currently it still uses the PBR pipeline even though Overte has a perfectly fine unlit shader.
I believe that unlit, alongside PBR and the newly added MToon, is required for full VRM materials support.
If a material on a GLTF model uses the KHR_materials_unlit extension, Overte should use the unlit shader on that material, currently it still uses the PBR pipeline even though Overte has a perfectly fine unlit shader.
I believe that unlit, alongside PBR and the newly added MToon, is required for full VRM materials support.
Test models that have KHR_materials_unlit: unlitMonkey.glb unlitMonkeyEmbedded.gltf unlitMonkeySeperate.gltf
You can already load a model as unlit by specifying it in a FST file: unlitmonkey.fst