Standard Shader look super washed out (Unity5.3)

Hello. I’m having a lot of trouble trying to sort this out. my texture with the Standard shader (top) looks super washed out. When I switch to Legacy Shaders/Diffuse (bottom), it looks how it’s supposed to. Are there certain settings I still need to change or am I stuck with this?

I’ve already tried following this thread (Unity 5 - Standard Shader Washed Out - Unity Engine - Unity Discussions) to change the Reflection Source in the scene render settings. The top image is from that. It helped a little, but still washed out.

Thanks!

Maybe go to player settings and change color space to linear? That’s suppose to give more realistic lighting.

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Yeah. ^ that and the fact Standard Shader isn’t one-size-fits-all solution. Nothing is. Standard Shader is for more realistic materials. Your character, unless it is a placeholder, looks more pixely/cartoony to me. Here legacy shaders are enough. In my game, Computer Virus Simulator, I’m using legacy shaders as well to achieve effect I want (flatshaded “retro” 3D). Remember that the tool is supposed to bend to creator’s will, not the other way around. There’s absolutely nothing wrong with using legacy shaders if they give you the desired effect. You can even mix and match objects using Legacy and Standard shaders depending on which give desirable effect for the object you’re making.

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The Standard (Metallic setup) still has a little bit of specular even with metallic set to zero and gloss set to zero so the color is getting slightly washed out by a very small amount of specular.

If you really want to use the Standard material, use the Standard Specular shader instead.

Ah, awesome! Thanks so much. The Standard Spec one has a good effect when I tested it. Changing the color space to lienar helped a bit but still had the same problem, just a lesser degree of it. I’m guessing it’s cause of what bgolus said. I’ll talk with my prog to figure out the implications of Standard Spec.

Thanks so much, everyone!

Standard vs Standard Specular are internally nearly identical, with metallic being ever so slightly more expensive. The Standard metallic is taking the Albedo and the Metalness map and generating a specular color, the same color that you could just have in a specular texture. In fact once the specular color is calculated the two shaders are identical.

The issue is the default Metallic setup Standard shader cannot be set to have a specular color of black. A metalness of zero actually results in a specular color of very dark grey (similar to the default settings for the specular setup).

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For no spec shouldnt the albedo alpha be setup to solid black? Wont this fix the problem?
Agree though - standard shader isnt really needed for this character style.

The alpha of the albedo isn’t used by the Standard shader apart from transparency. I believe some other PBR shaders on the asset store use the alpha for either occlusion or roughness.

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Well, Unity 5.3 switched to GGX specular rendering and all materials from 5.2 looks more rough/matte. You need to make smoothness map (in alpha channel of metalness map) brighter, that’s bring back correct material look.

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It’s not actually caused by GGX; but rather in a change on what exactly “smoothness” means. e.g. smoothness of 0 (“fully rough”) produces wider specular now. Increasing smoothness a bit should make it closer to what 5.2 had.

But like others have said, looking at your art style I’m wondering whether it needs physically based shading at all.

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Thanks bgolus. You are correct.
I was thinking of the smoothness map in alpha channel of metalness map as lex4art stated.

Is there documentation for this change?