GLTFKit2
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Add support for anisotropy in RealityKit converter
Thanks to the KHR_materials_anisotropy extension and cgltf v1.14, we have first-class support for anisotropy in the GLTFAsset API, but this isn't yet wired up in RealityKit material import.
The task is to figure out how to map the extension's anisotropy_strength and anisotropy_rotation properties (and texture) onto RealityKit's PhysicallyBasedMaterial.AnisotropyLevel and PhysicallyBasedMaterial.AnisotropyAngle and implement the feature in the RealityKit converter.