I was trying out the Universal Render Pipeline and comparing the Universal Render Pipeline/Lit shader (specifically in specular workflow) to the builtin Standard Specular shader, and am getting very different output between the two. Specifically (these are both default projects and default scenes, haven’t changed any of the lighting settings, etc) the builtin standard specular shader looks something like:
Based on the output, it seems like the specular color is flipped/inverted from what I would expect, but I know there are a lot of differences between URP and the built in pipeline, so maybe I am missing something and this is expected.
EDIT: I am asking because I was going to use the URP Lit shader as reference for my own custom shaders, but it would be useful to know if it is incorrect.
I assume it’s done properly but I’d rather ask than not just to be safe. You created the URP Asset and set it and configured it correctly in the Project settings ?
Also I think for people more well versed or with more access to various versions, telling the version of Unity and URP used will likely help them pinpoint the issue better (though if not told I’d assume you’re using the latest of both ?)
I confirm. On Unity 2023.2.2, URP Specular calculation still seems to be wrong. I noticed this after upgrading my project from 2022.2.13.
Check the chest area of the horse.
Firstly, in old version, the chest is dark and the specular effect is red.
Secondly, in the new version, the specular effect is still red but the chest is red too. That’s a non-specular area. It should not be red.
Even if I disable Specular Highlights in Advanced section, the entire horse looks flat red. Specular color should not have an affect on the rendered visual when the specular feature is totally disabled. For sure, there is a bug in shader color calculation.