[glTF] Apply color attribute during rendering
Open
enhancement
- Dominant language
- C++
- Stars
- 107
- Forks
- 42
- PR merge metrics
- No merged PRs in 30d
Description
While GltfLoader::LoadMeshData will load the COLOR_0 accessor, it is not used by the StandardMaterial shader. The glTF 2.0 spec section [3.9.2](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#metallic-roughness-material) says:
> In addition to the material properties, if a primitive specifies a vertex color using the attribute semantic property COLOR_0, then this value acts as an additional linear multiplier to base color
This would allow us to correctly render some glTF-Sample-Assets:
- BoxVertexColor
- CompareBaseColor
- IridescentDishWithOlives
- PrimitiveModeNormalsTest
- RecursiveSkeleton
- SheenWoodLeatherSofa
- VertexColorTest
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