1. Generate
Create the PBR result from your UV-mapped GLB.
Unity texture workflow
Unity projects can import the Textured GLB with Unity glTFast, installed as the official com.unity.cloud.gltfast package. After editor import, inspect the generated materials for your render pipeline; use the separate maps when you need to rebuild or optimize the material.
Fastest handoff
glTFast provides the official editor and runtime glTF workflows. The final shader and texture settings still depend on whether your project uses URP, HDRP, or the Built-In Render Pipeline.
Create the PBR result from your UV-mapped GLB.
Take the complete GLB and separate texture maps.
Finish the asset inside Unity.
Import workflow
Add com.unity.cloud.gltfast through Package Manager before importing a .glb asset.
Use the package editor-import workflow and place the generated asset in your project.
Open the imported materials and confirm they use shaders compatible with your active render pipeline.
Reconnect separate maps when needed, correct roughness-to-smoothness packing, then configure compression and animation controllers.
PBR map hookup
Use this table when the imported GLB needs manual material repair or your project requires engine-specific shaders.
Base Map or Albedo
The property name depends on the active render pipeline.
Normal Map
Import it as a normal-map texture.
Pipeline-specific smoothness workflow
Unity may require inversion or channel repacking.
Metallic or Mask Map
Packing differs between URP, HDRP, and Built-In.
The download is a standards-based GLB, not a Unity package or ready-made prefab with scripts. Shader selection, mask packing, colliders, LODs, and gameplay components remain project work.
Continue the workflow
Upload a UV-mapped GLB, guide the look with text or a reference image, and download the complete result plus its PBR maps.