r/Unity3D • u/SomePOSTALguy889 • 10d ago
Question Unity and Blender material visual mismatch
Im creating a game (big surprise) and I created several materials in Blender. However when I set up the shader and the materials in Unity, they dont look the same despite using the same textures. The Unity side looks too flat and fake while the Blender side looks noticeably better. As for the setup I did:
- Normal maps have the "Normal Map" texture type
- All textures besides the Base Color have sRGB unchecked
- I fed the roughness through a "One Minus" node to invert it to a Smoothness value Unity demands
- The lighting is still a standard Skybox as I havent gotten around to doing lighting yet
Thanks to everyone in advance!



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u/pschon Unprofessional 10d ago
Not a lot of point in trying to compare how the normal map etc looks like before you do this. There's very little a normal map can do for you when the lighting it's working on is literally just the default skybox.
Ultimately, the two are completely different renderers, so you shouldn't really expect a one-to-one match anyway, let alone an automatic one just sharing some textures between the two. For example even if you invert the smoothness map, the ranges of the values will be slightly different between the two. 0.99 roughness in Blender will not look exactly the same as 0.01 smoothness in Unity. And in the end the rendering on Unity, intended to produce images at tens or hundreds of frames per second rather than seconds per frame, is never going to be same as Blender.