UnityGLTF
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Add in Support for SRP
Currently UnityGLTF uses legacy rendering instead of the ScriptableRenderingPipeline. Support should be added for Universal Render Pipeline and HD Render Pipeline
As a temporary fix I updated SpecGlossMap.cs SpecGloss2StandardMap.cs, MetalRoughMap.cs and MetalRough2StandardMap.cs to target Universal Render Pipeline/Lit and update the _Color and _MainTex to _BaseColor and _BaseMap
Any update on this?
2022 and still no update. A modern version of this plugin is needed, right now I'm modifying it according to @nvandessel's suggestion.
Fixed in latest release