I have a problem with displaying emissive map in unity (but same goes with sketchfab), the texture doens't fade like I expected
Here's what I get
And here's the result I expect from substance painter.
2 images below might help you understand more about my problem, they both showing emissive channel.
If you post the textures I can possibly see what the issue is. This looks like a blend mode issue, although I've had trouble with it in the past myself and I can't quite remember how I resolved it.
I tested this out myself with Substance Painter and Unity 2017.3 and I didn't seem to have any issues. Here is what I have:
I used the "mold" brush in Substance Painter and used only the emission and color for that layer. I believe you did something similar. The base layer is a concrete texture. I didn't change anything within Unity, it just worked with the default values. I would recommend updating to the latest version of Unity if you have not yet. You could also play around with some of the compression settings for the emission texture.
Solved! The problem is I used emissive texture with an alpha, not a black background.
I didn't export via Unity preset to merge multiple texturesets into 1 texture map, so that's why I get this result.
Thanks for the reply, though jgonzalez !
Ah ok. I used the Unity preset in Substance Painter but it spits out separate texture maps based on the texture type. So the emission map it gave me had a black background, along with 3 other maps for Albedo, Normal, and Metallic.