From e92b68d9476aadd81760bc57945bfd3b398d5d61 Mon Sep 17 00:00:00 2001 From: Omar Shehata Date: Thu, 30 Aug 2018 15:55:46 -0400 Subject: [PATCH] Updated README --- README.md | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) diff --git a/README.md b/README.md index 8107030..82f4e67 100644 --- a/README.md +++ b/README.md @@ -54,14 +54,13 @@ There are three shading models supported by `obj2gltf`: * Metallic roughness PBR * Specular glossiness PBR (via `KHR_materials_pbrSpecularGlossiness` extension) -* Materials common (via `KHR_materials_common` extension) +* Unlit materials (via `KHR_materials_unlit` extension) -If the material type is known in advance, it should be specified with either the `metallicRoughness`, `specularGlossiness`, or `materialsCommon` flag. +If the material type is known in advance, it should be specified with either the `metallicRoughness` or `specularGlossiness` flag. -In general, if a model is authored with traditional diffuse, specular, and shininess textures the `materialsCommon` flag should be passed in. -The glTF will be saved with the `KHR_materials_common` extension and the Blinn-Phong shading model will be used. +If lighting information is already present in the model, the `unlit` flag should be used. This will save the glTF with the `KHR_materials_unlit` extension. -However if the model is created with PBR textures, either the `metallicRoughness` or `specularGlossiness` flag should be passed in. +If the model is created with PBR textures, either the `metallicRoughness` or `specularGlossiness` flag should be passed in. See the table below for more information about how to specify PBR values inside the .mtl file. If none of these flags are provided, the .mtl is assumed to contain traditional Blinn-Phong materials which will be converted to metallic-roughness PBR. @@ -105,7 +104,7 @@ map_Bump | normal texture | normal texture | normal texture |`--packOcclusion`|Pack the occlusion texture in the red channel of metallic-roughness texture.|No, default `false`| |`--metallicRoughness`|The values in the mtl file are already metallic-roughness PBR values and no conversion step should be applied. Metallic is stored in the Ks and map_Ks slots and roughness is stored in the Ns and map_Ns slots.|No, default `false`| |`--specularGlossiness`|The values in the mtl file are already specular-glossiness PBR values and no conversion step should be applied. Specular is stored in the Ks and map_Ks slots and glossiness is stored in the Ns and map_Ns slots. The glTF will be saved with the `KHR_materials_pbrSpecularGlossiness` extension.|No, default `false`| -|`--materialsCommon`|The glTF will be saved with the KHR_materials_common extension.|No, default `false`| +|`--unlit`|The glTF will be saved with the KHR_materials_unlit extension.|No, default `false`| |`--metallicRoughnessOcclusionTexture`|Path to the metallic-roughness-occlusion texture that should override textures in the .mtl file, where occlusion is stored in the red channel, roughness is stored in the green channel, and metallic is stored in the blue channel. The model will be saved with a pbrMetallicRoughness material. This is often convenient in workflows where the .mtl does not exist or is not set up to use PBR materials. Intended for models with a single material.|No| |`--specularGlossinessTexture`|Path to the specular-glossiness texture that should override textures in the .mtl file, where specular color is stored in the red, green, and blue channels and specular glossiness is stored in the alpha channel. The model will be saved with a material using the KHR_materials_pbrSpecularGlossiness extension.|No| |`--occlusionTexture`|Path to the occlusion texture that should override textures in the .mtl file.|No|