#I wish Unity URP had it better. UE4 with
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Where's this banding expected to appear?
deferred without accurate g-buffer normals vs forward
Specific to the lerp operation?
I don't fully understand how you're "lerping color with specular texture"
My point was to try and break things to obtain similar artifacts.
Here is comparison:
Here are textures you can try if you wish.
Ye thanks!
By lerping I have tried to get colored artifact but failed. UE4 is not using Constant3Vector for Specular, it is using single Constant and acts as Indext of Refraction, a la Dielectric Specular node in Unity. With examples above, I have tried to mimic identical situation in both engines and Forward vs Deferred path in Unity while Unreal however, is using Deferred by default.
0.5 Specular in Unreal is 0.04, 1 Specular is 0.08, therefore I had to multiply texture value in Unity to get the same results based on PBR values.
Still, I have no idea why Unity running with /Color/ for specular, could have made single material workflow as Metallic with control of specular value.
Unity has that and that's how it's supposed to work
Tbh I'm really confused how you can have Metallic and Specular Color enabled at the same time
Since they're meant to be mutually exclusive
As far as I can tell metallic workflow doesn't cause those artefacts that specular workflow's Specular Color has
Unreal does it for a very long time.
And just for the sake of fun of it, UDK, a la Unreal Engine 3 with single channel for specular and full colored map
Well, not exactly enabled at the same time, but being able to control specular intensity while in metallic workflow could be much better thing to deal with.
Sure thing it does not. You have no Metallic map in this case.
Better for avoiding this issue or better for your work in general?
Better for avoiding issues and being closer to modern standards.
I thought PBR workflow is either specular or metallic, not both
I'm confused how you can use them at the same time
The specular color banding is definitely a glaring issue
But it seems to be confined to deferred rendering with specular workflow only
You can sidestep it entirely by building with forward+ or by using metallic workflow
The thing is, Unity's Metallic workflow is using fixed value of specular / index of refraction. When you have your material set to Metallic 0 it will always have some specular value on it no matter what.
So introducing ability to mask this value and control its strength within 0 - 0.08 range would merge specular workflow into metallic and make things smoother with no need to decide which workflow to use.
I have not seen anyone using specular vector3 values differently, like completely red specular color. Each material specular color is based on light source color and unity does it well.