public UnityEngine.Material CreateMaterial(PbrMaterial vpxMaterial, TableAuthoring table, StringBuilder debug = null)
        {
            var unityMaterial = new UnityEngine.Material(GetShader())
            {
                name = vpxMaterial.Id
            };

            // apply some basic manipulations to the color. this just makes very
            // very white colors be clipped to 0.8204 aka 204/255 is 0.8
            // this is to give room to lighting values. so there is more modulation
            // of brighter colors when being lit without blow outs too soon.
            var col = vpxMaterial.Color.ToUnityColor();

            if (vpxMaterial.Color.IsGray() && col.grayscale > 0.8)
            {
                debug?.AppendLine("Color manipulation performed, brightness reduced.");
                col.r = col.g = col.b = 0.8f;
            }

            // alpha for color depending on blend mode
            ApplyBlendMode(unityMaterial, vpxMaterial.MapBlendMode);
            if (vpxMaterial.MapBlendMode == BlendMode.Translucent)
            {
                col.a = Mathf.Min(1, Mathf.Max(0, vpxMaterial.Opacity));
            }

            unityMaterial.SetColor(BaseColor, col);

            // validate IsMetal. if true, set the metallic value.
            // found VPX authors setting metallic as well as translucent at the
            // same time, which does not render correctly in unity so we have
            // to check if this value is true and also if opacity <= 1.
            if (vpxMaterial.IsMetal && (!vpxMaterial.IsOpacityActive || vpxMaterial.Opacity >= 1))
            {
                unityMaterial.SetFloat(Metallic, 1f);
                debug?.AppendLine("Metallic set to 1.");
            }

            // roughness / glossiness
            unityMaterial.SetFloat(Smoothness, vpxMaterial.Roughness);


            // map
            if (table != null && vpxMaterial.HasMap)
            {
                unityMaterial.SetTexture(BaseMap, table.GetTexture(vpxMaterial.Map.Name));
            }

            // normal map
            if (table != null && vpxMaterial.HasNormalMap)
            {
                unityMaterial.EnableKeyword("_NORMALMAP");

                unityMaterial.SetTexture(BumpMap, table.GetTexture(vpxMaterial.NormalMap.Name)
                                         );
            }

            return(unityMaterial);
        }
        public UnityEngine.Material CreateMaterial(PbrMaterial vpxMaterial, TableAuthoring table, StringBuilder debug = null)
        {
            var unityMaterial = new UnityEngine.Material(GetShader())
            {
                name = vpxMaterial.Id
            };

            // apply some basic manipulations to the color. this just makes very
            // very white colors be clipped to 0.8204 aka 204/255 is 0.8
            // this is to give room to lighting values. so there is more modulation
            // of brighter colors when being lit without blow outs too soon.
            var col = vpxMaterial.Color.ToUnityColor();

            if (vpxMaterial.Color.IsGray() && col.grayscale > 0.8)
            {
                debug?.AppendLine("Color manipulation performed, brightness reduced.");
                col.r = col.g = col.b = 0.8f;
            }

            // alpha for color depending on blend mode
            ApplyBlendMode(unityMaterial, vpxMaterial.MapBlendMode);
            if (vpxMaterial.MapBlendMode == Engine.VPT.BlendMode.Translucent)
            {
                col.a = Mathf.Min(1, Mathf.Max(0, vpxMaterial.Opacity));
            }
            unityMaterial.SetColor(BaseColor, col);

            // validate IsMetal. if true, set the metallic value.
            // found VPX authors setting metallic as well as translucent at the
            // same time, which does not render correctly in unity so we have
            // to check if this value is true and also if opacity <= 1.
            if (vpxMaterial.IsMetal && (!vpxMaterial.IsOpacityActive || vpxMaterial.Opacity >= 1))
            {
                unityMaterial.SetFloat(Metallic, 1f);
                debug?.AppendLine("Metallic set to 1.");
            }

            // roughness / glossiness
            unityMaterial.SetFloat(Smoothness, vpxMaterial.Roughness);

            // map
            if (table != null && vpxMaterial.HasMap)
            {
                unityMaterial.SetTexture(BaseColorMap, table.GetTexture(vpxMaterial.Map.Name));
            }

            // normal map
            if (table != null && vpxMaterial.HasNormalMap)
            {
                unityMaterial.EnableKeyword("_NORMALMAP");
                unityMaterial.EnableKeyword("_NORMALMAP_TANGENT_SPACE");

                unityMaterial.SetInt(NormalMapSpace, 0);                 // 0 = TangentSpace, 1 = ObjectSpace
                unityMaterial.SetFloat(NormalScale, 0f);                 // TODO FIXME: setting the scale to 0 for now. anything above 0 makes the entire unity editor window become black which is more likely a unity bug

                unityMaterial.SetTexture(NormalMap, table.GetTexture(vpxMaterial.NormalMap.Name));
            }

            // GI hack. This is a necessary step, see respective code in BaseUnlitGUI.cs of the HDRP source
            SetupMainTexForAlphaTestGI(unityMaterial, "_BaseColorMap", "_BaseColor");

            return(unityMaterial);
        }