Yeah you are right but I can never nailed it down with "specular PBR" . It alway feels "still not there" to me. The best post I read today. LOL'ed heavily :D
You could easily have one pbr method be the default one everyone sees, and it's also pretty easy to convert spec into metalness. One method allows for better compression, the other has better control. You could easily hide a switch under project settings or hide it under shader options just for people that know what they…
hopefully i can clear it up a little further for you as well. with PBR, there isn't really such a thing of specularity. i know you might think it's productive to think of specularity and reflection as two different things, but really they're the same. so with that in mind, in PBR we try to refer to it as just…
Actually there is : simplicity. People are already confused enough over what PBR is and what it implies. Arguably, both workflows have only very minor advantages over one another, so it makes sense to just stick to one. Having both means having double code paths for Unreal/Unity to maintain (for their shader and everything…
To expand a little, its not that specular or specularity "isn't a thing", its that what we're actually talking about is specular reflections, its one thing, not two different things as many traditional shaders have implemented it. Older shaders would often have simple specular reflection from dynamic light sources, and…
Being a programmer, I only speak on a technical level ;) That's where I beg to differ, or at least we seem to disagree on what "too often" is. As far as I could tell from reading posts here on Polycount and other places, one of the arguments often used by artists in favor of the "specular workflow" is precisely that you…