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Add support for Khronos Material Extensions for glTF 2.0 #5178

@Andrewp2

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@Andrewp2

What problem does this solve or what need does it fill?

Bevy's StandardMaterial supports the same parameters supported by the metallic-roughness material model, as well as the additional parameters from https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#materials. (normal, occlusion, emissive, alphaMode, doubleSided, and unlit)

The "Ratified Khronos Extensions for glTF 2.0" defines 8 more: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos

Specifically, these are:

KHR_materials_clearcoat, 
KHR_materials_emissive_strength, 
KHR_materials_ior, 
KHR_materials_sheen, 
KHR_materials_specular, 
KHR_materials_transmission, 
KHR_materials_variants, 
KHR_materials_volume

What solution would you like?

When loading a glTF Mesh, the user could opt-in to certain extensions which would then be available on the material.

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    A-AssetsLoad files from disk to use for things like images, models, and soundsA-RenderingDrawing game state to the screenC-FeatureA new feature, making something new possible

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