Broken: 2.80 0e78e3038d02 date 2019-04-03
- make a cube
- assign a material
- add a principled BSDF node .. make it a solid color, make sure transmission=0 (it is by default)
- export FBX
- drop it into unity
RESULT: the material is assigned the "transparent" shader, and the object is incorrectly transparent.
If you repeat this with the "Diffuse BSDF" node, the object has the "opaque" shader, and looks solid.
Obviously one answer is just to "dont use principled bsdf" when you plan to export to unity. I don't know what the format of the FBX data is, and whether this is a blender problem, or a unity problem.. but it would sure be nice if there was a way to fix it.