Carpaint shader that can be found in the Measured Materials sample is great, but what if my car is small and I cannot afford to render different parts of it with different materials? What if a want a dirty car, that has parts of it covered in dust and dirt? Right now I am using a cutout Lit shader in combination with the cutout Carpaint shader to do the job, but is there a better way? No matter how much I tweaked the parameters of the carpaint shader, I could not make it look like a standard Lit shader.
I would really appreciate a reply. I cannot imagine I am alone at this. There has to be a way of combining exotic shaders with the standard shader. At least an idea.
Help me guys, all I want to be able to do is to at least make certain parts of the object non-shiny (flat, matte), any way to do it?
You should be able to disable the coating effect of the material by using the coat mask input of the master node (0 = no coating). If will then behave like a regular lit shader, where you can ignore the coat settings and change the smoothness & metallic values.
Hmm, you were right. I did it before, but, looks like I did not try to modify the smoothness of the texture for some reason Seems like my problem was, as usual, hands growing from the wrong spot TY!
@Remy_Unity
Tried it recently and remembered why I was dissatisfied with my previous experiments. Look at the following screenshots:
The bike on the left has its leather seats rendered with the Lit shader, while the bike on the right is rendering them with the StackLit shader with hazy parametrization and coat mask set to zero (focus on the leather ignore the other elements of the bike). The leather looks wildly different. So yes, I can make smoothness go away with coat mask == 0, but this won’t make the StackLit shader behave like the Lit shader.