Standard PBR shader with secondary/detail Metallic channel?

RabidRabit
polycounter lvl 11
in Unity
To my ultimate dismay Unitys standard shader only has secondary detail channels for normal and albedo maps. I was hoping to make use of a tiling metallic/smoothness mapped to a secondary uv channel.
I was going to try and tinker around in shaderforge to create something with this feature but to compound my troubles SF 1.32 is not working with Unity 5.5.0f3 at the moment.
Has anybody seen a material with that additional property kicking around?
Cheers!
I was going to try and tinker around in shaderforge to create something with this feature but to compound my troubles SF 1.32 is not working with Unity 5.5.0f3 at the moment.
Has anybody seen a material with that additional property kicking around?
Cheers!
Replies
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Here's one that seems to have it. Also better channel packing. But you lose the branching variants.
http://nielsvaes.be/misc/i-think-i-made-a-better-version-of-unity-5s-standard-shader/
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Also you can edit the Standard Shader itself if you want.
https://docs.unity3d.com/Manual/StandardShaderMakeYourOwn.html
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Oh wow! Thanks Eric. I'll let you know how it turns out!
- Edit: I had given Niels shader a shot but it seems to be blasting the material with an unlit white effect. Textures don't seem to respond to it. I am wondering if it has to do with the Shaderforge issues I am running into?
Looks like its time dust of the coding portion of my brain and dig into those cg includes.