Asset Import

Formats

FBX

When importing an FBX file that has embedded textures, you need to extract them.

In the Model Import Inspector select the Materials tab and use the button Extract Textures.

You can also extract the embedded Materials for your own changes as well.

Material Modifications (SRP)

Specular Workflow

The materials used for windows need to be set up with the specular workflow. A specular map is provided to give reflections on the windows.

For each building facade material you will need to

  • Switch the shader from Standard to Standard (Specular setup)
  • Set the Specular texture to the the corresponding mask texture.
    • For instance if the material is using the Albedo texture windowed_facade_brick_5 you would select the mask named windowed_facade_brick_5mask

Transparency

Once your prefab is imported, you will find that any material dealing with transparency is not completely transparent.

Trees

For each tree material you must:

  • Change the material’s rendering mode to cutout

Material Modifications (HDRP)

Specular Workflow

The materials used for windows need to be set up with the specular workflow. A specular map is provided to give reflections on the windows.

For each building facade material you will need to

  • Switch the HDRP/Lit shader property Material Type to be Specular Color.
  • Set the Map Mask texture to the the corresponding mask texture.
    • For instance if the material is using the Base Map texture windowed_facade_brick_5 you would select the mask named windowed_facade_brick_5mask

Transparency

Once your prefab is imported, you will find that any material dealing with transparency is not completely transparent.

Trees

For each tree material you must:

  • Set the Alpha Clipping->Threshold to 0.5
  • Set the material property Double-Sided to true.

For each tree material you might want to:

  • Set the Alpha Clipping->Use Shadow Threshold->Shadow Threshold to .75