Creating a better 3Ds Max Material to Unity Standard Shader conversion

Hi All

I’m looking at the conversion process from 3Ds Max standard materials to the new Standard Shader in Unity 5.

I’ve noticed it has a few bugs - such as materials with opacity are being converted to the Legacy - Transparent - Diffuse shader instead of the new Standard Shader in Transparent Mode. I’d also like materials to default to having no smoothness instead of 0.5.

It made me wonder - would it be possible to create a shader in 3Ds Max that mimics the inputs of the Standard Shader? That way we could create all of our materials in 3Ds Max and get a perfect 1:1 conversion.

I’m not clued up (yet) on writing shaders so I guess I’m just trying to see if people think this is possible. If so, then I’ll pursue it further but I don’t want to waste my time if it’s not really feasible.

Thanks everyone!

I would like to know too…