+1
Аяқталған

ShaderForge recreation of Standard Shader Gloss Response

George Allan 9 year бұрын updated by Demian Ford 3 year бұрын 11

For some reason I'm having trouble recreating the gloss/smoothness response of the Standard Shader. I'm trying to recreate it as a base for further shaders. The gloss response gives a really tight tail in SF as it gets higher until there's almost no falloff. Could this be related to SF not having GGX?

Answer

Answer
Аяқталған

This should now be fixed in 1.27

I did some more tests. By switching the project to PC (from Android) and enabling Deffered instead of Forward I can get the SF gloss to match. There's another thread on here asking for GGX in Forward from 8 months ago saying it will be implemented in the next release. Is this still the case? Is that what is causing the issue for me? I did some research and it looks like Unity implemented GGX as the default in 5.3 so it'd be good to have the option to match. I tried forcing GGX to off ( #define UNITY_BRDF_GGX 0) inside UnityStandardConfig.cginc but couldn't replicate the effects caused by the SF gloss response. I may be totally wrong but it appears that GGX 0 should force normalized blinn phong - is that what SF is using atm?

+2
Under review

This is a known issue, and yes, most likely it's the GGX that is missing. Not sure when this will be fixed I'm afraid! After GDC at the very earliest

+1

also having trouble with this issue. hope you get a chance to look into it :)


Hello, to ask people like me how to change in order to achieve smooth control effect unity inside the smoothness of standard material shader

Answer
Аяқталған

This should now be fixed in 1.27

+1

Maaaan I have ended up on this forum like 6 times in the last 2 years. its not quite fixing what I need. 

I am looking to make a mirror of the standard shader, and like George is saying use that as a base to add other features. 

My problem.

I want the shader to be set to metallic/roughness, easy enough. I use substance painter and hit the export for unity. this packs my metallic/roughness into one texture for the standard shader. but then when I plug in the r and g channel into there respective slots in SF the result I get is totally off.

any ideas why?


The specific reason i am doing this is. I would like to have the shader act just like the standard one but ignore environment lighting. maybe there is a better way to do this per object but still I would like a mirror of the standard shader just to add things to it.

Great. Looking forward to the fix when 1.27 releases

I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___ amberlottotemple.com