#Removing reflections

1 messages · Page 1 of 1 (latest)

solid scroll
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how do I remove smoothness reflections on a shader graph using built-in

lost helm
solid scroll
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it is but then it looks like this

solid scroll
granite fractal
solid scroll
# granite fractal That's what the reflections/smoothness provide... Do you want to get rid of it o...

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

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and this is what our shader looks like

granite fractal
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Upl?

solid scroll
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universal pipeline

granite fractal
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You'll need to show your custom shader then.

solid scroll
granite fractal
# solid scroll

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.

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With the current setup you can only control the smoothness value. Not how it's used internally.

solid scroll
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okay

lost helm
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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