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ShaderForge recreation of Standard Shader Gloss Response
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?
Antwoord
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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?
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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
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also having trouble with this issue. hope you get a chance to look into it :)
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Hello, to ask people like me how to change in order to achieve smooth control effect unity inside the smoothness of standard material shader
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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.
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This should now be fixed in 1.27