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PBR Lighting differs from Standard shader
There's a clear difference under simple lights between the Standard shader and a canonical ShaderForge PBR shader using Gloss/Metallic. Why is this the case? It makes mixing the two in a scene difficult and raises concerns about the accuracy of ShaderForge's generated PBR code.
Customer support service by UserEcho
I'm currently dealing with a difference between them as well.
http://shaderforge.userecho.com/topics/138-unity-5-issues-lightmapping-with-shaders-containing-opacity-clip/