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Recreating Bumped Specular Shader with Standard Shader

Discussion in 'General Graphics' started by WilsonCWong, Dec 8, 2015.

  1. WilsonCWong

    WilsonCWong

    Joined:
    Mar 20, 2013
    Posts:
    35
    Hi, I've been experimenting with sprite normal map lighting in Unity, and I wanted to use the Unity 5 standard shader(Specular Setup) instead of the Legacy/Transparent/Bump Specular shader. However, the standard shader one is quite a bit darker and less reflective, shown here:
    http://imgur.com/a/sCh59
    I've noticed that if I set the specular color of the bump spec. shader to black, it produces the exact same result as the standard shader, but it gets brighter as you go towards white. Is there a setting I'm missing on the standard shader? Thanks!
     
    GilesDMiddleton likes this.
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,631
    It's less reflective because you have a low specular value and it has a proper fresnel.

    It's darker because it's darkening the albedo when you set specular higher so that the values remain physically plausible.

    If the old shader suits you, just use the old shader.
     
    theANMATOR2b likes this.