This update fixes a long-standing issue where certain Custom Unity Asset materials turned into a flat grey/white wash after being vamified.
What was happening: materials with high smoothness (above ~0.5) — typically windows, monitors, screens and other glossy flat surfaces — came in with a bright per-pixel gloss map. Once converted to the VAM shader, that map produced a uniform white specular sheen that hid the albedo. The regular Specular / Gloss sliders couldn't fix it, because the shine was driven by the texture, not by those values.
What's new: two controls to handle high-smoothness materials.
- Skip High-Smoothness (ON by default): materials whose smoothness is above the threshold are left on their original shader instead of being converted, so they keep their intended look.
- Max Smoothness slider (default 0.5): sets the threshold. Uncheck Skip High-Smoothness to switch to Clamp mode, where those materials are still vamified but their gloss is capped at this value instead of washing out.
Both controls re-apply automatically — no reload or button needed. The toggle applies instantly; the slider applies right after you stop dragging.
Smoothness is detected correctly whether it comes from a Glossiness value or from a metallic/gloss map (via GlossMapScale), so materials that look matte in the property list but are actually mapped as glossy are still handled.
Emissive materials are still skipped as before. All credits to NoStage3 for the original UnityAssetVamifier.