Who are you?
bit of everything for about 7+ years
etcā¦
What kind of game are you trying to build or would like to build?
Iāve always wanted to go all out on a Character Action game(Devil may cry, metal gear rising, etcā¦).
How does PBR fit into that? What use-cases do you have?
i love PBR its what iāve been using in CGI for longer than its been in gaming.
its just part of my art style and now i can migrate it over to unity.
What are the GOOD things about PBR that you like?
Lets me work with the material rather than fight the shading.
Wider range of visable materials.
Funner.
What are the BAD things about PBR that you dislike?
Quality Contrast can occur pretty badly with a limited shader library.
example: non-authentic looking water along side really authentic looking sand makes the water look terrible even though the water is really sophisticated and would look amazing on its own. effects that are harder to approximate look even worse along side Hard surface PBR being near perfect.
How can we make it BETTER?
Shading: distance based roughness. this is more of a bug than anything. roughness is a cone not a blur. on the box projected cubemaps and later on the card reflections it should get sharper closer to the object but it doesnāt so it becomes really obvious that its just a blur.
Proper Mip Blur. currently it just blends to a lower res version which looks crappy on non-bumpy rough surfaces. like alot of metals. skyshop actually stores a blurred version in the mip channels. it look WAY better. so yeah, that. please =3.
True Metallic/Roughness rather than Metallic/Gloss.
In CGI roughness is used, as it describes the surface better than gloss since gloss was made for an algorithm not an artist. also most programs use Metallic/Rough.
Also please have some in-engine way of packing the alpha channel.
Idea: maybe make an asset type called TextureSet that you feed a set of images and it automatically packs them properly for the shaders and offers things like adjusting tangent space, etc⦠basically an in-engine texture modification system. plus i nice middle man to work with. lets artists provide any assets they want at no runtime cost. this way the artist can use seperate roughness map and have it auto-packed into the alpha. also things like color adjustment could be put there. invert green channel of normals etc⦠while shader coders could write for whatever textures they liked as well. or in my case it would be nice to be able to do the simple way on both.
I know its a drum thats been beat alot. Visual Shader Editor. as an artist and a programmer i can say that shaders are an artistic area that in unity is handled by programmers. and programming doesnāt yield good art. its the wrong perspective.
example: Procedural textures sucked until substance designer made an artistic interface for it. you wouldnāt want programmers making your art. same goes for if you are both iām afraid. programming sucks at making art. :<
Do you like the PBR workflow?
its kinda meh. excluding above complaints of no roughness, packing roughness wastes my time, etcā¦
its just kinda meh. its lacking the effects i usually use(Cloth Fresnel, Refraction, Vertex Blending, etcā¦).
its very nice to have a built in solution but id be more likely to use something like marmoset skyshop as i can easily customize those with shaderforge.
How do you spend most of your time working with our PBR features? Anything bogging you down?
packing the alpha channel is a waste of my time.
tweaking things like gloss values takes up alot as well. would be nice to have an in-engine curve for roughness so i donāt have to keep jumping into photoshop.
When you learned to use our PBR, what stumped you or had a steep learning curve?
see above/
getting used to describing a material rather than the shading takes some getting used too but once i understood, i loved it. but that was years ago. in blender.
Final Thoughts: love that unity is focusing on the artistic side more but remember. Tech is not what makes games look good. its Art. the more you enable artists to do there thing the better unity games will look. its not the unbiased shading that makes my renders look good in blender. its the modelling and material editor. it doesnāt matter if unity has all the graphical doodads of UE4 if they donāt have the tools. i use unity because the API is the best i have ever worked with but the systems(Collision, Rendering, Gameplay, etcā¦) in Unity are kinda meh. not bad but not good either. i say expand on your toolset for creation. make it even easier to make things. thatās how you make unity better.
keep up the awesome Unity!