I’m having some trouble wrapping my head around the new seemingly simple terrain shader.
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Where can I control specular intensity? My grass is white washing from having a low smoothness and a wickedly high intensity/color. I know I can uniformly control specular color for my whole terrain by using Nature/Terrain/Specular but that hardly seems enough.
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I see no evidence of ambient specular anywhere. I can make a global cubemap bright red, rebake and restart Unity and the terrain is unchanged. I made sure to set Reflection Probe setting to “Blend probes and skybox”.
Does the terrain shader require baking to work correctly? I haven’t tried baking because I started one and it was taking forever. I want a simple global image based ambient diffuse and spec.
Hi,
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Nature/Terrain/Specular is for the old BlinnPhong lighting model, as previously you would do with “Nature/Terrain/Bumped Specular” shader. We’d recommend you use the Standard terrain shader where you can control the metallic/specular for each layer separately (by default we use metallic workflow. To switch to specular workflow probably you would use the set of shaders attached below, which just simply switch the Standard with StandardSpecular lighting function).
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Would you please file a bug to us with the problematic scene attached? Seems not a correct behavior to me, but probably can be other settings that render reflection probe ineffective.
1955254–126472–StandardSpecular.zip (3.09 KB)
Thanks very much @zeroyao for the response. Something must have been weird about my scene/project because I made a new project and the terrain spec is working as expected. In my other project even a black specular color would not make the spec go away. I’ll have to dig deeper to find out what’s screwing up my spec.
Check the alpha of your textures.