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Standard Shaders error
Posted: Wed Oct 04, 2017 8:30 am
by caladius
Hi, I've imported an albedo map and a normal map onto the Secondary Maps of the Unity standard shader for a skinned character model, but it turns out the secondary albedo map will turn the whole texture black, and the secondary normal map has no effect on the final render at all.
Is this a limitation of the default unity standard shader in which case we'll need to write a custom shader for detail albedo & normal maps, or will this be improved in the next few iterations maybe?
Re: Standard Shaders error
Posted: Wed Oct 04, 2017 8:56 am
by Xhed
We are pushing a new build in a few minutes, where we've done a major overhaul to our material system. Please let me know if that fixes your issue.
Re: Standard Shaders error
Posted: Wed Oct 04, 2017 9:26 am
by caladius
Thanks, we've just found out that the "black-out" and ineffectiveness of the secondary maps was because we were using textures from a Substance material. We'll test out the new version soon when it's available

Re: Standard Shaders error
Posted: Wed Oct 04, 2017 6:14 pm
by caladius
I've tried the new version, detail maps work great now.
Now I can't seem to set an AOV count in the timeline render window, Where did option move to? Or was feature removed?
Re: Standard Shaders error
Posted: Wed Oct 04, 2017 6:32 pm
by caladius
Hi there's another issue with the render passes.
When some passes are checked in the PBR Render Target object in the scene hierarchy, but are unchecked in the PBR Timeline, those passes will still be exported during rendering.
Export Options are as followings:
ZIP (Lossless)
Uncheck "Export in EXT 16-bit floating points"
Uncheck "Tonemap the render passes"
Check "Export Render passes to discrete files" and select "EXR (tonemapped)"
with default filename template
Re: Standard Shaders error
Posted: Wed Oct 04, 2017 9:18 pm
by Xhed
Thanks for letting us know.