title: ThreeJS shaders in Unity
body: <p>I'm working on a project in Unity that uses AR to place products in the real world. These products (geometry &amp; material) are downloaded from a http server and converted into a gameobject in Unity. </p>
  
  <p>These products are originally created in <a href="https://threejs.org/" rel="nofollow noreferrer">ThreeJS</a> (don't ask why) and have a different geometry/material structure in comparison to Unity geometry/materials.</p>
  
  <p>I got the geometry working, but I'm having trouble with the materials. The '<a href="https://docs.unity3d.com/Manual/shader-StandardShader.html" rel="nofollow noreferrer">Standard</a>' shader in Unity doesn't contain all the parameters to create the material (like: alpha map, environment map, refraction, displacement map, roughness map, double side, etc..).</p>
  
  <p>I've looked to different plugins/libraries in the Asset Store/GitHub (like <a href="https://assetstore.unity.com/packages/vfx/shaders/lux-physically-based-shader-framework-16000" rel="nofollow noreferrer">LUX</a>, <a href="https://assetstore.unity.com/packages/vfx/shaders/smooth-fresnel-shader-pack-27848" rel="nofollow noreferrer">Bit2Good</a>, <a href="https://assetstore.unity.com/packages/tools/visual-scripting/shader-sandwich-41290" rel="nofollow noreferrer">Shader Sandwich</a> or <a href="https://assetstore.unity.com/packages/vfx/shaders/simple-physical-shader-22143" rel="nofollow noreferrer">Simple Physical Shader</a>) but it seems that they are all missing some parameters too. I'm thinking of writing the Phong/Physical shader myself, but that definitely would take me several weeks to complete.</p>
  
  <p>Do you guys have any suggestions?</p>