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HDRP and reflections

Discussion in 'Graphics Experimental Previews' started by Ziboo, Jul 20, 2018.

  1. Ziboo

    Ziboo

    Joined:
    Aug 30, 2011
    Posts:
    356
    Hi,

    I'm having a hard time to replicate a material.
    A black ground that would have sharp reflection, like a marble floor.

    Something I don't really understand, is that it seems to be impossible to have same result with "Standard" or "Specular Color" material type.

    I'm more confortable with the Standard (metallic + smoothness) worflow, but for the thing I'm trying to achieve, it seems that only "Specular Color" can offer that....

    Here is a comparaison:

    "Standard"
    upload_2018-7-20_11-28-3.png

    "Specular Color"
    upload_2018-7-20_11-28-22.png

    Sometime in game, you don't really want to have perfect replication of the world, I was wondering if there is plan to maybe have a slider to boost reflection ?

    Or maybe I'm doing something wrong ?

    Thanks
     
  2. Grimreaper358

    Grimreaper358

    Joined:
    Apr 8, 2013
    Posts:
    789
    The Specular workflow with your inpots is seen as a metallic material (basically chrome). With the metallic workflow it's just a back color fully reflective with a weird metal value.

    Try making the metallic value to 1 and base color white and it should get you the results you want.