SOLVED : Custom shader was missing some terms, which caused issues. Furthermore, my scene had baked lighting data which needed to be cleared, and also lacked a reflection probe.
Top image Substance Painter viewport, bottom image Unity 5.6.
I'm using a custom shader to pack the Occlusion, Roughness, and Metallic channels into a single file. Roughness is flipped otherwise everything is 100% glossy, but how do you explain this result with the metal helmet? I tried flipping the metalness, but that made all the non-metal parts appear like metal, while the metal part remained the strange color.
I've got the sRGB turned off on the packed textures. Quality settings are maxed. Not sure what else to try. Any advice is appreciated.
Replies
Not sure where in the shader the issue is, but as you can see there is no issue with the standard unity shader.