I'm working on a project in Unity that uses AR to place products in the real world. These products (geometry & material) are downloaded from a http server and converted into a gameobject in Unity.
These products are originally created in ThreeJS (don't ask why) and have a different geometry/material structure in comparison to Unity geometry/materials.
I got the geometry working, but I'm having trouble with the materials. The 'Standard' 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..).
I've looked to different plugins/libraries in the Asset Store/GitHub (like LUX, Bit2Good, Shader Sandwich or Simple Physical Shader) 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.
Do you guys have any suggestions?
Phongshader shouldn't take too long; there are plenty of examples on the web for the math related to the parameters you mentioned. I would also look at the FX Composer from NVIDIA. It may speed that process up as you can view the changes in your shader in real time, the only downside with it is that NVIDIA no longer provides support for it.