Question by
LeGiangAnh · Aug 03, 2018 at 09:09 AM ·
shaderrenderingmaterial
LWRP - Proper way to set up LWRP Standard and Simple lighting shaders?
Hi,
My team is stuck at setup the material for LWRP Standard and Simple lighting shaders. Especially how to deal with specular and metallic maps.
As the document stated, we should put the roughness or smoothness map into the alpha channel of the specular map. However, the output of the material is quite ugly and doesn't look like it was in Substance Painter.
Is there any document for this?
Link for the psd file of the specular map here: https://drive.google.com/open?id=1N40BufZW4BmvFIPKAPvT_vE3xH4wB0NX
2018-08-03-15-53-53.jpg
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