I am building some crates and testing out the material options. I would like to use the new standard shader, but I am getting odd specular results from them.
To the very left is the Legacy shader with the specular merged as the alpha of the color map. It gives desired results.
However when I use the standard shader and use the specular map as the metallic map, it gives some specular reflection, but it does not appear to be as reactive to the light. Its more flat, and hard to tell that there’s even a specular map at all. Kind of dull. Maybe a specular and metallic map are not interchangeable?
To the very right is the standard shader (Specular setup). Its the worst of all of them. For some reason it just makes the specular map visible all around it, regardless of the light source or light angle. I must be missing something.
Here is the specular map. When I applied the specular map to the metallic parameter, for some reason all of the darks were light and lights were dark. So I had to invert it.
Could someone shine some light onto what is going on and how to use the standard shaders correctly? Thanks.