You won’t be able to modify the shader itself however. Often this doesn’t work quite right either, but you will have a folder with a bunch of auto generated materials using Unity’s built in shaders that you can modify the properties for such as the albedo texture from there. Here unity will create a folder and auto generate materials to match the ones in the FBX to the best of its ability. If this doesn’t work, as it often doesn’t, you can also extract materials. If you extracted textures, then in theory this creates a folder of textures which Unity will attempt to then use in the materials of the FBX. There are usually separate things you can do in the materials tab, you can extract textures and you can extract materials. Not quite sure what you mean by only having the ones that are embedded in the fbx. You need to create new materials and choose with shader to use, and then add the textures to that material, then apply the material to the renderer components. When I click on it in the hierarchy the Shader selection is blocked in the inspector. In most cases you bake everything into textures, so that you can simply use uv's across different applications (that use different shaders) and still get the same results. The shader does not carry over to Unity, you will need a Unity implementation of it to get the same result. Or you are doing something else like material nodes in blender? I am guessing the application you are using for texturing does not use uv's in the same way? When I try to unpack it the textures are all assigned incorrectly Unity just automatically setup materials that use the standard shaders. Materials do not carry over between applications, because the shaders don't. Materials are references to shaders and some more data (textures etc.).
Adding textures to fbx unity how to#
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