I'm hoping this is a really easy question. I have my model. I have a back backdrop. I have a couple of point lights and my direct light which is supposed to be the sun. My model's material was made in Shaderforge and is using the "PBL" with forward rendering. Color, roughness, metallic, normal, AO, and Emissive are all texture maps.
I have no Specular highlights. I have reflection from my probes and that seems to be working correctly and I can clearly see where my lights are making stuff brighter and illuminating them. But no highlights. WTH?
Here's my model in Painter where the highlights are clearly showing (I've outlined 'em in red) which are totally absent in Unity:
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For what it's worth, Chadwick, a guy in a Unity group geographically close to me sent me a url to a download of a bunch of RGB color and brightness calibration stuff for various basic surfaces (wood, concrete, various kinds of metals, etc.) so that I could try adjusting my texture maps for effect. It didn't help either although the charts were pretty cool and I'm keeping 'em.
Thanks for your time, sir.
Before Chadwick said that, I already had my roughness data in R, G, and B of a texture with Metallic as an alpha. R was going into roughness while A was going into metallic. In theory, there was no reason why that shouldn't have worked because both inputs were getting the kind of data that they wanted.
After Chadwick's first feedback, I called this possible behavior on the part of Unity "OCD" like Unity was neurotic or finnicky because the idea would be that it's not enough to feed the right kinda data into the correct inputs, it had to be served up on the platter in just such a way or Unity would just say "no". This to me is totally friggin' silly and irrational but it wouldn't have been the first time that I ran into a computer program problem that was just like that.
So anyway, I guess what I"m saying is that just because I can say "nah, man Shader Forge won't let me put a color linkage a node that wants grey and so it can't be that." doesn't mean you're not right.
As for your channel packing, personally I wouldn't pack my metalness map into an alpha channel if indeed I'd need an alpha. DXT5 alpha channels are barely compressed, so you should use it for a map that needs more fidelity, a metalness usually being little more than binary black/white. Since the alpha is so conservatively compressed, one DXT5 with 4 channels is approximately the same size as two DXT1 textures with 6 channels altogether - switching to two mixmaps might make more sense. The wiki has more on this, if you're interested. Generelly, I store the more detailed maps (like roughness) in the green channel since it's compression uses higher bit depth in DXT. Obv. all of this is valid for pc, firstly. And if using Unity just for showcasing an asset, I wouldn't bother with channel packing and compression and any of that anyway, because.. why?
Also, your signature link is borken.