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HDRP lit shader specular intensity

Discussion in 'Graphics Experimental Previews' started by Atlantiss, Nov 15, 2018.

  1. Atlantiss

    Atlantiss

    Joined:
    Aug 5, 2018
    Posts:
    14
    I am working on creating a realistic looking terrain in unity using HDRP.
    The terrain is an imported mesh to which I have applied layered lit material.

    The problem is I can't control the strength of specular highlights that is coming from the sun (directional light).
    The specular highlight seems too high for a terrain that is supposed to be rough,even after adding mask map,the specular intensity does not decrease.
    Here's how it looks now :
    upload_2018-11-15_21-44-19.png

    When i disable the 'Affect Specular' option of the directional light,I get this result which is how i want it to look:

    upload_2018-11-15_21-46-21.png

    But doing this disables specular highlight for all objects.
    Can someone help me to control the specular intensity for individual object / material which uses the lit/layered lit shader? I really want to be able to reduce and fine control the specular intensity of my terrain.
     
    jjbish likes this.
  2. kilik128

    kilik128

    Joined:
    Jul 15, 2013
    Posts:
    909
    good question
     
  3. racarate

    racarate

    Joined:
    Jul 14, 2012
    Posts:
    62
    Maybe you can use layers and have the terrain layer affected only by a specular-less sun?
     
  4. Lhiowynh

    Lhiowynh

    Joined:
    Jan 24, 2019
    Posts:
    5
    Hey, have any of you guys noticed that the sun's specular is extremely bright no matter what it's illuminating? On a smooth plane (roughly 0.75 - 1.0 smoothness), and when using the "False Color" debug mode, the highlight is so far above the typical 0-1 range that you have to crank Threshold 3 up to some ridiculously high value before it even starts to fit into the range.