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Blender has these options for baking texture maps:
Combination
Ambient Occlusion
Shadow
Normal
UV
Roughness
Emit
Environment
Diffuse
Glossy
Transmission
Subsurface

Unity has these options under Material for texture maps:
Albedo
Metallic
Normal
Height
Occlusion
Emission
Detail Mask


Would someone clear up the confusion for me?
(Unity = Blender)
Albedo = Diffuse
Metallic = ?????
Normal = Normal
Height = ?????
Occlusion = Ambient Occlusion (If I create these for my assets, does that mean less time baking light in Unity?)
Emission = ?????
Detail Mask = ?????


Thanks for your help with this. I'm having a hard time finding any reference. I might not be searching the correct key terms.

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Well, I can help with some of these. the Metallic shader is a mask between what you want to be metal and what you don't. Height map is the same as a bump map, Emission acts like the Metallic, except seperating emission instead of metal.

I hope this is useful.

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  • $\begingroup$ Thanks for the info. "Bump" isn't an option in Blender for baking. Does Bump correspond to Shadow, or Roughness ? $\endgroup$ – TheNerdSherpa Sep 2 at 19:58
  • $\begingroup$ A bump map acts similar to a normal map, but a bump map can be used to alter the geometry of the mesh. For instance, if you want major bump, like bump that would turn a plane into a landscape, you would subidvide the mesh a ton, and then you would add the bump map with a displacement modifier. (bump maps can also be used for materials like a normal map., I think that normal maps are supposed to have more detail.) $\endgroup$ – Millard Sep 2 at 20:13

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