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Fix the channels gltf importer uses for metallic and AO textures.

Khronos blender gltf exporter uses red channel for occlusion and blue channel for metallic, whereas the current behavior is the opposite.

Fixes #10700.
Ferenc Arn il y a 8 ans
Parent
commit
609ef89362
1 fichiers modifiés avec 2 ajouts et 1 suppressions
  1. 2 1
      editor/import/editor_scene_importer_gltf.cpp

+ 2 - 1
editor/import/editor_scene_importer_gltf.cpp

@@ -1216,7 +1216,7 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
 				if (bct.has("index")) {
 					Ref<Texture> t = _get_texture(state, bct["index"]);
 					material->set_texture(SpatialMaterial::TEXTURE_METALLIC, t);
-					material->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_RED);
+					material->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_BLUE);
 					material->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, t);
 					material->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GREEN);
 					if (!mr.has("metallicFactor")) {
@@ -1243,6 +1243,7 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
 			Dictionary bct = d["occlusionTexture"];
 			if (bct.has("index")) {
 				material->set_texture(SpatialMaterial::TEXTURE_AMBIENT_OCCLUSION, _get_texture(state, bct["index"]));
+				material->set_ao_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_RED);
 				material->set_feature(SpatialMaterial::FEATURE_AMBIENT_OCCLUSION, true);
 			}
 		}