+5
Completed
IsMetallic Input on main node (Metalness)
New input on the main node that takes a value or grayscale texture for metalness.
For the specified areas it would override the diffuse to black and multiply the color from the diffuse over the specularity(ideally only the hue&aturation so that the specular intenity stays untouched).
Benefits:
No need for 3 channels for specularity on metal or mixed dielectric/metal materials.
Possibility to colorize parts of the material on a shader level and still have metal speculartiy on that parts without breaking pbl(if that is unclear i can explain it more).
Additional possibility for improvement: These parts could use another fresnel reflectivity curve more suitable for metal.
For the specified areas it would override the diffuse to black and multiply the color from the diffuse over the specularity(ideally only the hue&aturation so that the specular intenity stays untouched).
Benefits:
No need for 3 channels for specularity on metal or mixed dielectric/metal materials.
Possibility to colorize parts of the material on a shader level and still have metal speculartiy on that parts without breaking pbl(if that is unclear i can explain it more).
Additional possibility for improvement: These parts could use another fresnel reflectivity curve more suitable for metal.
Answer
The PBL system is going to be reworked to fit Unity's upcoming PBL implementation, which means this ultimately depends on if they're going to have a metalness system or not
Unity usually takes ages to get new things done(see unity guy), i hope this wont be the case on their pbl stuff. I think that metalness would be a great addition.
I'm casting my vote on this. It would be a perfect to have metallic main node - just to keep workflow clear and understandable when working for example with new PBR Substances.
Customer support service by UserEcho
Yep! Fixed a long time ago, closing :)