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doc: Updated features page. (#185)
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atteneder authored and GitHub Enterprise committed Sep 4, 2024
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Expand Up @@ -55,7 +55,7 @@ The glTF 2.0 specification is fully supported, with only a few minor remarks.
| POINTS | ✅ | ✅
| LINES | ✅ | ✅
| LINE_STRIP | ✅ | ✅
| ¹LINE_LOOP | ✅ | ✅
| LINE_LOOP | ✅ | ✅
| TRIANGLE_STRIP | ✅ | `n/a`
| TRIANGLE_FAN | ✅ | `n/a`
| Quads | `n/a` | ✅ via triangulation
Expand All @@ -64,29 +64,29 @@ The glTF 2.0 specification is fully supported, with only a few minor remarks.
| Positions | ✅ | ✅
| Normals | ✅ | ✅
| Tangents | ✅ | ✅
| Texture coordinates / UV sets | ✅ | `?`
| Three or more texture coordinates / UV sets | ²☑️ | `?`
| Vertex colors | ✅ | `?`
| Texture coordinates / UV sets | ✅ |
| Three or more texture coordinates / UV sets | ¹☑️ |
| Vertex colors | ✅ |
| Draco™ mesh compression (via [DracoForUnity]) | ✅ | ✅
| Implicit (no) indices ||
| Per primitive material | ✅ | ✅
| Joints (up to 4 per vertex) | ✅ | ✅
| Weights (up to 4 per vertex) | ✅ | ✅
| | |
| **Morph Targets / Blend Shapes**
| Sparse accessors | ³|
| Sparse accessors | ²|
| [Skins][Skins] | ✅ | ✅
| | |
| **Animation**
| via legacy Animation System ||
| via Playable API ([issue][AnimationPlayables]) | |
| via Mecanim ([issue][AnimationMecanim]) | |
| via Mecanim ([issue][AnimationMecanim]) | ³☑️ |

¹: Untested due to lack of demo files.
¹: Up to eight UV sets can imported, but *Unity glTFast* shaders only support two (see [issue][UVsets]).

²: Up to eight UV sets can imported, but *Unity glTFast* shaders only support two (see [issue][UVsets]).
²: Not on all accessor types; morph targets and vertex positions only

³: Not on all accessor types; morph targets and vertex positions only
³: Animation clips can be imported Mecanim compatible, but they won't be assigned and cannot be played back without further work.

## Extensions

Expand All @@ -96,45 +96,66 @@ The glTF 2.0 specification is fully supported, with only a few minor remarks.
|------------| ------ | ------
| | |
| **Khronos**
| KHR_animation_pointer | | |
| KHR_draco_mesh_compression | ✅ | ✅
| KHR_materials_pbrSpecularGlossiness ||
| KHR_materials_unlit | ✅ | ✅
| KHR_texture_transform | ✅ | ✅
| KHR_mesh_quantization ||
| KHR_texture_basisu ||
| KHR_lights_punctual | ✅ | ✅
| KHR_materials_anisotropy | | |
| KHR_materials_clearcoat | ✅ | ✅
| KHR_materials_dispersion | | |
| KHR_materials_emissive_strength | | |
| KHR_materials_ior | [ℹ️][IOR] |
| KHR_materials_iridescence | | |
| KHR_materials_sheen | [ℹ️][Sheen] |
| KHR_materials_specular | [ℹ️][Specular] |
| KHR_materials_transmission | [ℹ️][Transmission] |
| KHR_materials_unlit | ✅ | ✅
| KHR_materials_variants ||
| KHR_materials_ior | [ℹ️][IOR] |
| KHR_materials_specular | [ℹ️][Specular] |
| KHR_materials_volume | [ℹ️][Volume] |
| KHR_mesh_quantization ||
| KHR_texture_basisu ||
| KHR_texture_transform | ✅ | ✅
| KHR_xmp_json_ld ||
| ²KHR_materials_pbrSpecularGlossiness | ☑️ |
| | |
| **Vendor**
| ¹EXT_mesh_gpu_instancing ||
| EXT_meshopt_compression ||
| EXT_lights_image_based | [ℹ️][IBL] |
| EXT_texture_webp | | |

¹: Without support for custom vertex attributes (e.g. `_ID`)

²: Archived/obsolete; Superseded by KHR_materials_specular

Not investigated yet:

- ADOBE_materials_clearcoat_tint
- AGI_articulations
- AGI_stk_metadata
- CESIUM_primitive_outline
- EXT_lights_ies
- EXT_mesh_manifold
- GRIFFEL_bim_data
- MPEG_accessor_timed
- MPEG_animation_timing
- MPEG_audio_spatial
- MPEG_buffer_circular
- MPEG_media
- MPEG_mesh_linking
- MPEG_scene_dynamic
- MPEG_texture_video
- MPEG_viewport_recommended
- MSFT_lod
- MSFT_packing_normalRoughnessMetallic
- MSFT_packing_occlusionRoughnessMetallic
- NV_materials_mdl

Will not become supported (reason in brackets):

- KHR_xmp (archived; prefer KHR_xmp_json_ld)
- KHR_techniques_webgl (archived)
- 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)

Expand Down Expand Up @@ -224,7 +245,7 @@ Other shaders might (partially) work if they have similar properties (with ident

³: Built-In Render Pipeline Standard and Unlit Shader

⁴: Vertex colors are always exported, regardless whether the shader makes use of them.
⁴: The vertex color attribute is only exported if the material/shader makes use of it (see [Vertex Attribute Discarding](ExportRuntime.md#vertex-attribute-discarding)).

#### glTFast Shaders

Expand Down

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