Material Restoration And Shader Support
Model Vista GLBs can store material property records, explicit renderer bindings, texture payloads, shader names, shader keywords, and source render-pipeline information. During editor prefab import, Create restores the most compatible material setup that is safe for the target project.
Automatic Material Policy
Section titled “Automatic Material Policy”The default Auto policy applies this order:
- Restore the original shader and properties when the shader exists and is compatible with the active render pipeline.
- Convert known URP and HDRP Lit or Unlit materials when the source and target pipelines differ.
- Keep the glTF material when the original shader is custom, unavailable, unsupported, or unsafe for the active pipeline.
Supported URP/HDRP conversion includes the main surface and blend settings, alpha clipping, culling, base color and texture, normal mapping, emission, metallic/smoothness/occlusion data, height approximation, and clear coat where the target shader supports them. Some texture channels are repacked during import to match the target pipeline.
Review the Unity Console after import for fallback decisions and properties that could not be reproduced exactly.
Make Materials Editable
Section titled “Make Materials Editable”Imported materials can be subassets of the generated prefab and should not be edited in place when you need independent project materials.
- Select an imported prefab instance.
- Choose InnoWorks > Create > Materials > Make Editable Copies From Selection.
- Choose a destination folder. The default is
Assets/Materials_Editable. - Edit the copied materials after Create reassigns them to the selected instance.
