{
 "measured_on": "2026-10-13",
 "question": "what happens to Blender materials on the way into Unity's Universal Render Pipeline, through FBX and through GLB",
 "tool_versions": {
  "blender": "5.2.2 LTS",
  "unity": "6000.6.5f1",
  "urp": "17.6.0",
  "gltfast": "6.20.0"
 },
 "project": {
  "template": "com.unity.template.urp-blank-17.2.1, display name '3D URP', the URP template bundled with the editor",
  "color_space": "Linear",
  "pipeline": "UniversalRenderPipelineAsset"
 },
 "method": {
  "test_scene": "one object per material, each isolating one Principled BSDF input; built by scripts/make-unity-material-test.py",
  "fbx_export": "Blender File > Export > FBX with every setting at its default (Path Mode Auto, Embed Textures off)",
  "glb_export": "Blender File > Export > glTF 2.0, format GLB, every setting at its default",
  "fbx_file": "read back with Blender's own FBX parser; a property missing from a material is reported at the file's template default, which is what a reader uses",
  "unity_import": "files copied into Assets and imported by Unity 6 in batch mode; FBX once per Material Creation Mode (Import via MaterialDescription is the default), GLB through glTFast with its defaults",
  "hand_fixes": [
   "materials extracted to .mat files (Extract Materials)",
   "normal_tex.png Texture Type set to Normal map",
   "alpha_tex: Alpha Clipping on, threshold 0.5",
   "metal_030: Metallic set to 1"
  ],
  "standard_shader": "a material created on the Built-in pipeline's Standard shader (metallic 1, smoothness 0.7), then URP's Render Pipeline Converter, Material Shader Converter only",
  "renders": "each variant rendered in batch mode from a fixed camera, one directional light and a realtime reflection probe of the default sky"
 },
 "fbx_template_defaults": {
  "Shininess": 20.0,
  "ReflectionFactor": 1.0,
  "BumpFactor": 1.0,
  "TransparencyFactor": 0.0,
  "Opacity": 1.0
 },
 "materials": [
  {
   "material": "rough_000",
   "blender": {
    "roughness": 0.0,
    "metallic": 0.0
   },
   "fbx_file": {
    "Shininess": 100.0,
    "ReflectionFactor": 0.0,
    "BumpFactor": 0.0,
    "TransparencyFactor": 0.0,
    "Opacity": 1.0,
    "texture_slots": {}
   },
   "unity_fbx_default": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
     0.9063,
     0.5371,
     0.3492,
     1
    ],
    "_Smoothness": 1,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_MetallicGlossMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_fbx_legacy_mode": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
     0.8,
     0.25,
     0.1,
     1
    ],
    "_Smoothness": 0.5,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_fbx_after_hand_fixes": {
    "_Smoothness": 1,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_glb": {
    "shader": "Shader Graphs/glTF-pbrMetallicRoughness",
    "render_queue": 2000,
    "baseColorFactor": [
     0.9063,
     0.5371,
     0.3492,
     1
    ],
    "roughnessFactor": 0,
    "metallicFactor": 0,
    "baseColorTexture": null,
    "normalTexture": null,
    "metallicRoughnessTexture": null,
    "_Surface": 0,
    "_AlphaClip": 0,
    "alphaCutoff": 0
   }
  },
  {
   "material": "rough_025",
   "blender": {
    "roughness": 0.25,
    "metallic": 0.0
   },
   "fbx_file": {
    "Shininess": 56.25,
    "ReflectionFactor": 0.0,
    "BumpFactor": 0.0,
    "TransparencyFactor": 0.0,
    "Opacity": 1.0,
    "texture_slots": {}
   },
   "unity_fbx_default": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
     0.9063,
     0.5371,
     0.3492,
     1
    ],
    "_Smoothness": 0.75,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_MetallicGlossMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_fbx_legacy_mode": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
     0.8,
     0.25,
     0.1,
     1
    ],
    "_Smoothness": 0.5,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_fbx_after_hand_fixes": {
    "_Smoothness": 0.75,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_glb": {
    "shader": "Shader Graphs/glTF-pbrMetallicRoughness",
    "render_queue": 2000,
    "baseColorFactor": [
     0.9063,
     0.5371,
     0.3492,
     1
    ],
    "roughnessFactor": 0.25,
    "metallicFactor": 0,
    "baseColorTexture": null,
    "normalTexture": null,
    "metallicRoughnessTexture": null,
    "_Surface": 0,
    "_AlphaClip": 0,
    "alphaCutoff": 0
   }
  },
  {
   "material": "rough_050",
   "blender": {
    "roughness": 0.5,
    "metallic": 0.0
   },
   "fbx_file": {
    "Shininess": 25.0,
    "ReflectionFactor": 0.0,
    "BumpFactor": 0.0,
    "TransparencyFactor": 0.0,
    "Opacity": 1.0,
    "texture_slots": {}
   },
   "unity_fbx_default": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
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     1
    ],
    "_Smoothness": 0.5,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_MetallicGlossMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_fbx_legacy_mode": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
     0.8,
     0.25,
     0.1,
     1
    ],
    "_Smoothness": 0.5,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_fbx_after_hand_fixes": {
    "_Smoothness": 0.5,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_glb": {
    "shader": "Shader Graphs/glTF-pbrMetallicRoughness",
    "render_queue": 2000,
    "baseColorFactor": [
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    "roughnessFactor": 0.5,
    "metallicFactor": 0,
    "baseColorTexture": null,
    "normalTexture": null,
    "metallicRoughnessTexture": null,
    "_Surface": 0,
    "_AlphaClip": 0,
    "alphaCutoff": 0
   }
  },
  {
   "material": "rough_075",
   "blender": {
    "roughness": 0.75,
    "metallic": 0.0
   },
   "fbx_file": {
    "Shininess": 6.25,
    "ReflectionFactor": 0.0,
    "BumpFactor": 0.0,
    "TransparencyFactor": 0.0,
    "Opacity": 1.0,
    "texture_slots": {}
   },
   "unity_fbx_default": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
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    "_Smoothness": 0.25,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_MetallicGlossMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_fbx_legacy_mode": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
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    "_Smoothness": 0.5,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_fbx_after_hand_fixes": {
    "_Smoothness": 0.25,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_glb": {
    "shader": "Shader Graphs/glTF-pbrMetallicRoughness",
    "render_queue": 2000,
    "baseColorFactor": [
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     1
    ],
    "roughnessFactor": 0.75,
    "metallicFactor": 0,
    "baseColorTexture": null,
    "normalTexture": null,
    "metallicRoughnessTexture": null,
    "_Surface": 0,
    "_AlphaClip": 0,
    "alphaCutoff": 0
   }
  },
  {
   "material": "rough_100",
   "blender": {
    "roughness": 1.0,
    "metallic": 0.0
   },
   "fbx_file": {
    "Shininess": 0.0,
    "ReflectionFactor": 0.0,
    "BumpFactor": 0.0,
    "TransparencyFactor": 0.0,
    "Opacity": 1.0,
    "texture_slots": {}
   },
   "unity_fbx_default": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
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    "_Smoothness": 0,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_MetallicGlossMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_fbx_legacy_mode": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
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     0.25,
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    "_Smoothness": 0.5,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_fbx_after_hand_fixes": {
    "_Smoothness": 0,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
   },
   "unity_glb": {
    "shader": "Shader Graphs/glTF-pbrMetallicRoughness",
    "render_queue": 2000,
    "baseColorFactor": [
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    "roughnessFactor": 1,
    "metallicFactor": 0,
    "baseColorTexture": null,
    "normalTexture": null,
    "metallicRoughnessTexture": null,
    "_Surface": 0,
    "_AlphaClip": 0,
    "alphaCutoff": 0
   }
  },
  {
   "material": "metal_030",
   "blender": {
    "roughness": 0.3,
    "metallic": 1.0
   },
   "fbx_file": {
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    "ReflectionFactor": 1.0,
    "BumpFactor": 0.0,
    "TransparencyFactor": 0.0,
    "Opacity": 1.0,
    "texture_slots": {}
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    "_Smoothness": 0.7,
    "_Metallic": 0,
    "_BaseMap": null,
    "_BumpMap": null,
    "_MetallicGlossMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
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   "unity_fbx_legacy_mode": {
    "shader": "Universal Render Pipeline/Lit",
    "_BaseColor": [
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    "_Metallic": 0,
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    "_BumpMap": null,
    "_Surface": 0,
    "_AlphaClip": 0
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   "unity_fbx_after_hand_fixes": {
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    "_BaseMap": null,
    "_BumpMap": null,
    "_Surface": 0,
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    "_Surface": 0,
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   "material": "color_tex",
   "blender": {
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    "metallic": 0.0,
    "texture": "base colour"
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   "fbx_file": {
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    "ReflectionFactor": 0.0,
    "BumpFactor": 0.0,
    "TransparencyFactor": 0.0,
    "Opacity": 1.0,
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   },
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    "metallic": 0.0,
    "texture": "roughness"
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   },
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    "texture": "base colour with alpha wired to Alpha"
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    "srgb": true,
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    "srgb": true,
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    "srgb": false,
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   "shader": "Universal Render Pipeline/Lit"
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  {
   "object": "color_tex",
   "material": "Lit",
   "shader": "Universal Render Pipeline/Lit"
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   "material": "Lit",
   "shader": "Universal Render Pipeline/Lit"
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   "shader": "Universal Render Pipeline/Lit"
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   "shader": "Universal Render Pipeline/Lit"
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  {
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   "shader": "Universal Render Pipeline/Lit"
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  {
   "object": "rough_tex",
   "material": "Lit",
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 ],
 "glb_files": {
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   "extensions_required": [],
   "image_types": [
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   "alpha_modes": {
    "alpha_tex": "BLEND",
    "color_tex": "OPAQUE",
    "metal_030": "OPAQUE",
    "normal_tex": "OPAQUE",
    "rough_000": "OPAQUE",
    "rough_025": "OPAQUE",
    "rough_050": "OPAQUE",
    "rough_075": "OPAQUE",
    "rough_100": "OPAQUE",
    "rough_tex": "OPAQUE"
   }
  },
  "figurine_reexport.glb": {
   "extensions_required": [
    "EXT_texture_webp"
   ],
   "image_types": [
    "image/webp"
   ],
   "alpha_modes": {
    "Material_0": "OPAQUE"
   }
  },
  "figurine_reexport_jpeg.glb": {
   "extensions_required": [],
   "image_types": [
    "image/jpeg"
   ],
   "alpha_modes": {
    "Material_0": "OPAQUE"
   }
  },
  "figurine__trellis2.glb (as generated)": {
   "extensions_required": [
    "EXT_texture_webp"
   ],
   "image_types": [
    "image/webp"
   ],
   "alpha_modes": {
    "0": "OPAQUE"
   }
  }
 },
 "generated_model": {
  "source": "TRELLIS.2 figurine from the scale benchmark, GLB as downloaded from the Hugging Face Space",
  "blender_material_inputs": {
   "Material_0": [
    "Base Color",
    "Metallic",
    "Roughness"
   ]
  },
  "image_formats_in_blender": {
   "Image_0": "WEBP",
   "Image_1": "WEBP"
  },
  "fbx_default_texture_slots": {
   "Material_0": {
    "DiffuseColor": "textures\\packed\\Image_0"
   }
  },
  "fbx_embedded_texture_slots": {
   "Material_0": {
    "DiffuseColor": "figurine_embedded.fbm\\Image_0"
   }
  },
  "unity": {
   "fig_fbx/figurine.fbx": {
    "import_report": [],
    "imported": true,
    "materials": [
     {
      "shader": "Universal Render Pipeline/Lit",
      "_BaseMap": null,
      "_Metallic": 0,
      "_Smoothness": 0.5
     }
    ]
   },
   "fig_fbx_embedded/figurine_embedded.fbx": {
    "import_report": [],
    "imported": true,
    "materials": [
     {
      "shader": "Universal Render Pipeline/Lit",
      "_BaseMap": null,
      "_Metallic": 0,
      "_Smoothness": 0.5
     }
    ]
   },
   "fig_glb/figurine.glb": {
    "import_report": [
     "glTF extension EXT_texture_webp is not supported"
    ],
    "imported": false,
    "materials": []
   },
   "fig_glb_reexport/figurine_reexport.glb": {
    "import_report": [
     "glTF extension EXT_texture_webp is not supported"
    ],
    "imported": false,
    "materials": []
   },
   "fig_glb_jpeg/figurine_jpeg.glb": {
    "import_report": [],
    "imported": true,
    "materials": [
     {
      "shader": "Shader Graphs/glTF-pbrMetallicRoughness",
      "baseColorTexture": "Image_0",
      "metallicRoughnessTexture": "Image_1",
      "metallicFactor": 1,
      "roughnessFactor": 1
     }
    ]
   }
  }
 },
 "standard_shader_material": {
  "before": {
   "shader": "Standard",
   "_Color": [
    0.906,
    0.537,
    0.349,
    1
   ],
   "_Glossiness": 0.7,
   "_Metallic": 1
  },
  "after": {
   "shader": "Universal Render Pipeline/Lit",
   "_BaseColor": [
    0.906,
    0.537,
    0.349,
    1
   ],
   "_Smoothness": 0.7,
   "_Metallic": 1
  }
 },
 "not_measured_here": [
  "Dragging a .blend file straight into Unity. Unity converts it through a local Blender install and its own FBX export; not run here.",
  "The HDRP and the Built-in render pipelines. Everything here is URP 17.6 in a project made from the editor's bundled 3D URP template.",
  "FBX export settings other than the defaults, apart from Path Mode Copy with Embed Textures on the generated model.",
  "glTF importers other than glTFast, and Unity versions other than the one listed.",
  "Skinned meshes, animation and blend shapes, which are FBX's strength and not about materials.",
  "Whether the Unity editor's interface shows a warning for a normal map left as a Default texture; batch mode has no interface. The texture type itself is recorded."
 ]
}
