Help with the new unity standard shader(specular)

The new specular shader is driving me nuts. Im no expert in this area so it really doesn’t help, basically i generated my specular displacement/height map occlusion from crazybump, it looks pretty acceptable in it. However when i apply in into unity, somehow everything else seems to work fine eccept the specular map. Whenever i apply my specular map it just turn everything into a crazy light blue colour kinda like my normal map. Its driving me nuts and i dont know whats going on. i attached the effect and the specular map down below.


I’m not sure how it should look like so it’s hard to tell, but your specular texture looks very bright so it’s not surprising to get a bright highlight.
You need to adjust your Smoothness by either using the material slider or using the alpha channel of your specular.
Another thing, make sure you set your normal map texture as “Normal map” and not “Texture”.
See if that helps

The thing is im not too concerned about it reflecting a lot, it is making the material look blue. Even in the material preview. Is that suppose to happen?

have you checked the normal map settings that I mentioned above ?

yes, double triple quadruple Its really driving me nuts. Whats even more crazy is whatever i put on specular map always make my model go blue. And if i reopen unity for a second it looks normal, then it go blue again

I just figured it out, somehow it is caused by the skybox, I have turn off the reflection probes to not include skybox. However as long as i delete my skybox i dont have this blue issue, but as long as i enable it. Its turning blue.

Yes, the standard shader take the sky into account for the lighting.
You can control that in the Lighting tab, Ambient and reflection source, etc …

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If you put any kind of texture in the Standard Shader’s Specular or Metallic slot, then that texture must have a corresponding alpha channel or Unity defaults the material’s Smoothness value to maximum. What’s happening in your scene is that the maximum Smoothness value is making the blue of your skybox reflect on the surface of your material, overriding its albedo colour. Correct alpha setup is imperative if you’re using textures in that slot to get correct reflectivity on your surfaces.

On a side note, it might be worth checking out the Standard Shader charts here. Currently your specular map doesn’t look right; whiter areas will be more ‘metallic’ and the black areas on your attached texture means it’ll be metal on the white areas with dirty non-metal pits in the dark areas, which likely isn’t what you’re trying to do. It’s worth bearing in mind that Crazybump and many older packages idea of ‘specular’ is physically incorrect and won’t work as expected in PBS systems like the Standard Shader.

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In addition to the charts - Allegorithmmic’s PBR Guide helps understand what and why to set in the material slots (in general): https://www.allegorithmic.com/pbr-guide

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