Issues with directional light in unity standard shader

Hi there,

We’re upgrading from marmoset to the unity standard shader and after having messing with this for hours, we still cannot seem to reduce the “solar flare” effect from reflecting off the surface (like shown in the following image).

We need a strong directional light so we have very pronounced shadows. So if we reduce the directional light intensity and cranking up the ambient light, then we lose our shadows.

So we’d like to see if there is anything else we need to tweak to get this looking at least exactly like it currently does in game or better before making the switch over.

Thanks for any help anyone can provide!

Heya, I freaking love Tabletop in VR!

The standard shader uses PBR (physically based rendering), so to get things to reflect/light differently, you want to change the “smoothness” and “metallic” settings. To change that specular hotspot, you’ll probably want to lower your smoothness by a lot.

I’m not the best at determining the “perfect” smoothness/metallic value combo for a given object, but you can do some searching online to find what are typically good values for certain surfaces (so look up good PBR values for wood if you want a wooden table)

Hope this helps