UnityGLTF
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Shaders don't mark any exposed properties as "Main Color"
This breaks any code that uses "someMaterial.color" without checking and forces implementation of code paths specifically for UnityGLTF materials.
Thanks — the ShaderGraphs in UnityGltf were compatible back to 2019.x where that didn’t exist, but now that we support 2021.x+ it’s a good idea to add that.
Worth noting that
breaks any code that uses "someMaterial.color" without checking
is a bit of a misnomer, code that doesn’t check it is already broken, not every shader even has a main color.
@pfcDorn we should also add to the docs that shader properties in UnityGltf always match their glTF spec names for ease of use