Our Swiss Made assets provide simple, drag-and-drop, high-quality models for use in large urban environments. Our assets are made to be consistent and compatible across all our content.> Consistent and detailed realism> Full PBR> Our assets are made for direct use in games, XR, VFX, Simulation.MODEL SPECIFICATION> Production units: [cm]> Production geo. coord. system: Left-handed (DirectX), yUp> LODs: 4MATERIAL & TEXTURE SPECIFICATION> Textures: PBR: metal / roughness; up to 8k/atlases; optimized> Textures: Merged grayscale textures into RGBA TGA.> Channels: albedo, emission, metal, roughness, normal, opacity, alpha, geometry-AO, material-AO> Texel density: ~200 tx/m> Normals: Tangent space, left handed (DirectX)> File format: TGA, 8bit, RGB, RGBA> Interpreted color space: sRGB: albedo/emission. Linear: metal, roughness, normal, opacity, alpha, geometry-AO, material-AO> vrbn studios based naming conventionQUALITY> All our 3D content is manually tested. If you find anything out of order or you have questions, please contact us:support@vrbn.io (24 hours reaction time, Mo-Fr)UNITY 3D SPECIFIC> Supported render pipeline: HDRP> Supported rendering paths: Deferred and Forward> Ray tracing is currently not supported. We’re working on it.> Each asset consists of 3 optimized LOD meshes, incl. setup.> The assets ship with a collision mesh. > Draw call optimized by using texture atlases.> Asset Prefab location: Assets/vrbn_studios/..productionID../..countryID../assets/prefabs> Emission intensity: On asset’s prefab there is an emission intensity float that allows you to alter the emission intensity in real-time. At runtime each asset instance will have its own emission intensity float, meaning you can adjust each asset with different emission values.