- Runtime import
- Fast and small footprint JSON parsing
- Multi-threading via C# job system
- Editor import
- Export
-
glTF (gltf + buffers + textures)
-
glTF binary (glb)
-
Scene
- Node hierarchy
- Camera (issue)
-
Buffers
- External URIs
- glTF binary main buffer
- Embed buffers or textures (base-64 encoded within JSON)
-
Images
- PNG
- Jpeg
- 2KTX with Basis Universal super compression (via KTX/Basis Texture Unity Package)
-
Materials (see section Materials for details)
- Universal Render Pipeline (URP)
- High Definition Render Pipeline (HDRP)
- Built-in Render Pipeline
-
Primitive Types
- TRIANGLES
- 1POINTS
- 1LINES
- LINE_STRIP
- 1LINE_LOOP
- TRIANGLE_STRIP
- TRIANGLE_FAN
-
Meshes
- Positions
- Normals
- Tangents
- Texture coordinates
- Vertex colors
- Draco mesh compression (via Draco 3D Data Compression Unity Package)
- Implicit (no) indices
- Per primitive material
- Multiple texture coordinates / UV sets (issue)
- Joints (up to 4 per vertex)
- Weights (up to 4 per vertex)
-
Texture sampler
- Filtering (see (limitations))
- Wrap modes
-
Morph targets (issue)
- Sparse accessors
-
Animation (issue)
1: Untested due to lack of demo files.
2: Beta
- KHR_draco_mesh_compression
- KHR_materials_pbrSpecularGlossiness
- KHR_materials_unlit
- KHR_texture_transform
- KHR_mesh_quantization
- 1KHR_texture_basisu
- KHR_lights_punctual (issue)
- KHR_materials_clearcoat (issue)
- KHR_materials_sheen (issue)
- KHR_materials_transmission (issue)
- KHR_materials_variants (issue)
- KHR_xmp
1: Beta
Will not be supported:
- KHR_techniques_webgl
Not investigated yet:
- AGI_articulations
- AGI_stk_metadata
- CESIUM_primitive_outline
- MSFT_lod
- MSFT_packing_normalRoughnessMetallic
- MSFT_packing_occlusionRoughnessMetallic
Will not be supported:
- ADOBE_materials_clearcoat_specular (prefer KHR_materials_clearcoat)
- ADOBE_materials_thin_transparency (prefer KHR_materials_transmission)
- EXT_texture_webp (prefer KTX/basisu)
- FB_geometry_metadata (prefer KTX_xmp)
- MSFT_texture_dds (prefer KTX/basisu)
Material Feature | URP | HDRP | Built-In |
---|---|---|---|
PBR1 Metallic-Roughness | ✅ | ✅ | ✅ |
PBR1 Specular-Glossiness | ✅ | ✅ | ✅ |
Unlit | ✅ | ✅ | ✅ |
Normal texture | ✅ | ✅ | ✅ |
Occlusion texture | ✅ | ✅ | ✅ |
Emission texture | ✅ | ✅ | ✅ |
Alpha modes OPAQUE/MASK/BLEND | ✅ | ✅ | ✅ |
Double sided / Two sided | ✅ | ✅ | ✅ |
Vertex colors | ✅ | ✅ | ✅ |
Multiple UV sets | ℹ | ℹ | ❌ |
Texture Transform | ✓2 | ✓2 | ✓2 |
Clear coat | ℹ | ℹ | ❌ |
Sheen | ℹ | ℹ | ❌ |
Transmission | ✓3 | ✓4 | ✓4 |
Variants | ℹ | ℹ | ℹ |
1: Physically-Based Rendering (PBR) material model
2: The texture transform of baseColorTexture (or diffuseTexture for Specular-Glossiness) is re-used for all other textures. If you need different texture transforms for different texture types, create an issue.
3: There are two approximation implementations for transmission in Universal render pipeline. If the Opaque Texture is enabled (in the Universal RP Asset settings), it is sampled to provide proper transmissive filtering. The downside of this approach is transparent objects are not rendered on top of each other. If the opaque texture is not available, the common approximation (see 4 below) is used.
4: Transmission in Built-In and HD render pipeline does not support transmission textures and is only 100% correct in certain cases like clear glass (100% transmission, white base color). Otherwise it's an approximation.
Legend:
- ✅ Fully supported
- ✓ Supported partially
- ℹ Planned (click for issue)
- ❌ No plan to support (click to create issue)
- 1Vertex accessors (positions, normals, etc.) that are used across meshes are duplicated and result in higher memory usage and slower loading (see this comment)
- 1When using more than one samplers on an image, that image is duplicated and results in higher memory usage
- Texture sampler minification/magnification filter limitations (see issue):
- 1There's no differentiation between
minFilter
andmagFilter
.minFilter
settings are prioritized. - 1
minFilter
modeNEAREST_MIPMAP_LINEAR
is not supported and will result inNEAREST
.
- 1There's no differentiation between
- When building for WebGL with Unity 2018.1 you have to enable explicitly thrown exceptions (reason unknown - to be investigated)
1: A Unity API limitation.