I am super underwhelmed by the default dif/spec/gloss/norm shader in UDK for my scene. It probably has to do with all this physically based stuff and next generation that just makes it look meh. I do not know enough about shaders to construct what I want, but basically I want higher quality spec and gloss, if that makes sense. Something that blends with a cubemap would probably be ideal or just adds a little extra pop to the default shader options.
I know about Lee's physically based shader for UDK but that wont work for what I am doing here unfortunately. Any links to cool looking custom shaders would be much appreciated.
Replies
I tried a PBM and as you can see people set me straight.
I would be interested to see if anyone way smarter than I posts an amazing shader here though.
http://oliverm-h.blogspot.de/2012/02/how-to-use-blinn-specular-for-ue3.html
http://forums.epicgames.com/threads/956378-Custom-Lighting-Model-Materials-%28diffuse-specular-reflectance%29
"Better" doesn't really say much.
Better in the sense of the way it handles gloss. I have been using Skyshop for the new project I am working on and it just looks a million times better compared to UDKs default spec/gloss. Unfortunately Unity's lighting is still awful so that is why I want to use UDK for my personal project still. If I can get Lee's shader trimmed down and be able to plug in a spec map then I can use it. I am going to try mAlkAv!An shaders and see what I come up with.
Thanks everybody.
http://www.polycount.com/forum/showthread.php?p=1767412
Also, if you want to get close to the Skyshop look you could also use your cubemap for ambient lighting with some custom lighting wizardry. TheMetaMorphe posts a good approach to that in the linked thread a bit further down. https://dl.dropbox.com/u/1812933/UDK/Cubemap_03b.jpg