Okay so adding this:
CGINCLUDE
#define _GLOSSYENV 1
#define UNITY_SETUP_BRDF_INPUT MetallicSetup
ENDCG
Uses the Metallic Reflective setup, but then we still use:
#pragma surface surf Standard
and:
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb;
o.Alpha = tex.a;
o.Emission = fixed3(0.0,0.0,0.0);
o.Specular = tex.rgb * _Metallic;
o.Smoothness = _Glossiness ;
o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex));
o.Occlusion=1.0;
}
The bit that’s not clear is what we use for Metallic and Glossiness properties, you can see above I’ve used Specular and Smoothness, but this looks nothing like it does compared to the Standard shader, so…anyone got any insight into what the correct assignment is?
Thanks,
Jon