That's true. But you only have to change albedo to black manually if you're using the specular color workflow. The metalness workflow does that for you. So for instance, let's assume your albedo color is white, this is what my shader does: Metalness: 0.0 Diffuse: [1, 1, 1] Specular: [0.06, 0.06, 0.06] Metalness: 1.0…
OK, new version coming very soon (later today?) This new version's got some changes: 1.) Now using GGX instead of normalized blinn-phong, bringing specular results closer to that of UE4. 2.) Changed the specular cube mip factor to more closely match specular highlight results. 3.) New specular cube texture included.…
1.) As far as Emission, that was a quirk of porting over some code from Unity. In Unity, it was stuffed into Emission since that's guaranteed to be added to the result after all lights have been accumulated (rather than running per-light) 2.) Wat. I thought mip selection was the standard way of doing blurry reflections?…
1.) unity may do that, but it's incorrect on a technical and physical level. Emissive pixels are considered to pass without lighting/shadowing. They can also give off illumination based on their brightness, depending on the engine (and usually they're great in combination with bloom, even if they don't give off…