#Removing reflections
1 messages · Page 1 of 1 (latest)
Is setting smoothness to 0 not an option?
it is but then it looks like this
and it supposed to look like this
That's what the reflections/smoothness provide... Do you want to get rid of it or not..?
no, so the shader is supposed to look like this and the shader me and my friend have been working on is almost a one on one the only problem is that the specular needs to be yellow and we can't do that without using upl which we can't because vrchat doesn't support upl, and the shader has environment reflections which it's not supposed to have that so i was gonna remove the reflections so the shader doesn't look weird in vrchat , and if i couldn't my second option would be removing the specular and using the standard specular shader
and this is what our shader looks like
Upl?
universal pipeline
You'll need to show your custom shader then.
You can't really control what Unity uses as the source of specularity/reflections if you're using a lit shader graph. If you need more control, you should use an unlit graph and implement lighting yourself.
With the current setup you can only control the smoothness value. Not how it's used internally.
okay
If your problem is the tint of the specular, you do have control over that in URP and BiRP both
"Metallic" material workflow tints reflections by the base color, "specular" workflow gives you a separate color for reflection tint
But it might not be quite sufficient to get the "look"
You only see that character with dim environment reflections, so even if you had the exact same shader but placed in a different environment it would look drastically different