Unity 5


Unity version 5.1.0f3

Unity 5 supports both the metallic and specular PBR workflows. Unity uses a different PBR implementation where glossiness (invert of roughness) is used for both metal and specular shaders. The glossiness map is called "Smoothness" in the Unity shaders. 

EXAMPLE UNITY PROJECT

Unity Scene Setup

  1. In the Player project settings, set the Color Space to Linear
  2. If using HDR on your camera, be sure to disable Anti Aliasing in the Quality settings.
  3. An environment is needed for reflections. The HDR maps from Painter can be used and are located in the following directory. (Allegorithmic\Substance Painter\resources\shelf\allegorithmic\environments)
    Import the environment, set it to be a Cube Map, latitude/longitude. Do NOT check the glossiness checkbox on the cube map texture. This will generate pre-convolved mip maps as opposed to traditional mip maps, which is only the right thing to do when using a reflection probe set to custom.
    In all other cases, a pre-convolve step will happen automatically on top which means you'd get pre-convolution on top of an already pre-convolved cube map if glossiness is checked which is incorrect.
  4. Create a material using the skybox shader and apply the cube map.
  5. In the lighting tab, replace the default material.

    *Substance Painter uses Importance Sampling for the environment and Unity uses mipped-cubemap reflections. Because of this, you will could see some discrepancy in the roughness value range.

Unity Standard Shader (metallic workflow)

  1. Export from Substance Painter using the Unity 5 (Standard Metallic) preset.
    *for best results, duplicate this preset and add the ambient occlusion as an additional output.
  2. Hook up the textures as shown in the figure below. Be sure to set the color swatch next to Albedo to full white.

Unity Standard Shader (specular workflow)

  1. Export from Substance Painter using the Unity 5 (Standard Specular) preset.
    *for best results, duplicate this preset and add the ambient occlusion as an additional output.
  2. Hook up the textures as shown in the figure below. Be sure to set the color swatch next to Albedo to full white.


Reflection Probe Setup

A reflection probe is needed to capture reflections. Currently, the resolution of the reflection probe will change the value of the smoothness map. If the result looks too glossy, lower the reflection probe resolution. A value of 64 - 128 should work.