I think your question is too general. For example in Unity the built-in "Specular" shader is calculated per vertex, but the built-in "Bump Spec Diffuse" shader is calculated per pixel. Neither uses specular power map, but those use a gloss map in the alpha of the diffuse map. And it works this way in both deferred and…
Long story short, there is a push to make Torque 3d MIT* totally deferred. The person doing to brunt of the work cannot justify colored speculars because the of hit. I read from an earlier thread on polycount that this is a known challenge. http://www.polycount.com/forum/showthread.php?p=1035922 I mentioned no PBR, because…
I'm curious, how did/does engines that use a Deferred rendering system* (non PBR) deal with gloss and specular? As in, how do they control both per pixel versus per material? Additionally, with metals, does it use a check-box to get the specular color from diffuse? *Not just lighting, the whole thing.
This is technically true but PBR introduces a bunch of variables and requirements that make deferred rendering harder to write. You need to write more things to the G-Buffer (like gloss and RGB reflectance), and Unity's approach of RGB diffuse A specular-everything doesn't cut it anymore.
They are specifically not wanting to focus on any PBR implementations yet. They want to optimize the engine as it stands now, which they have decided a deferred shader system is best. After they get that working with the current shader system in the engine, then they will focus on PBR/IBL, etc. Thats why I have been…