blender_materials_baking
Convert VRM/MToon shader materials to PBR textures for use in PBR-based engines like Unity or Resonite. Includes texture baking, material consolidation, and mobile optimization.
Instructions
Convert non-standard (VRM/MToon) shaders to PBR textures.
Essential for VRM avatars moving into Resonite, Unity, or other PBR-based environments. Prevents "Semantic Dilution" of artistic intent.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| margin | No | Pixel margin for UV island bleeding | |
| bake_type | No | Type of bake ("combined", "albedo", "normal", "roughness") | combined |
| operation | No | Baking operation type | bake_toon_to_pbr |
| output_dir | No | Output directory for baked textures | //bakes |
| resolution | No | Bake texture resolution (512, 1024, 2048, 4096) | |
| target_mesh | No | Specific mesh object to process (defaults to active) | |
| create_backup | No | Create backup of original materials | |
| max_atlas_size | No | Maximum atlas texture size for consolidation | |
| preserve_lighting | No | Try to maintain original lighting in conversions | |
| remove_unused_uvs | No | Clean up unused UV space during consolidation |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |