I've been working on a custom shader fragment that replicates a custom shader we have in our game engine, which is Unity/PBR. One of the features I want to port to toolbag is the ability to remap smoothness and metalness values of texture masked sections on the fly.
Long story short, I've had luck with remapping the smoothness since it's the gloss variable in the Microsurface pass, but metalness is a bit trickier since it's more of an indirect input of the the Reflectivity pass, I think.
Is there an injection point where I can manipulate the metalness input before it is factored into the reflectivity? Or would I be better off rewriting the reflectivity pass with a custom metalness conversion?
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