Annoying shiny terrain
Hi, I'm very new to Unity but familiar with C# and have unfortunately worked with GameMaker before (Thank god I tried Unity out), so go easy on me.
I'm just trying to design a decent level, but the light really bothers me.
This is supposed to look like a grass texture, however the odd reflection makes it look like something more solid.
Also it looks very odd when altering terrain height
digged this from a forum thread about it:
So I think what happens is that today by default Standard shader does not allow enough roughness for the terrain. It is true that this problem is less noticeable in Gamma rendering mode, but mostly that is just side-effect of Gamma mode being less "right".
Currently our Standard shader is made to follow the roughness values of $$anonymous$$armoset Toolbag2 and I can see the same problem there too and no, adjusting Fresnel in Toolbag2 does not help either.
As a workaround for Terrain, I suggest to switch away from Toolbag2 roughness curve (yes, we have different roughness curve implementation inside Standard shader already - one which gives more range in the roughness). To do that download zip file with Builtin shaders (should be next to the link where you downloaded Unity5), extract it and copy following files into your project (no need to do any modifications to this files): TerrainShaders/Splats/Standard-FirstPass.shader TerrainShaders/Splats/Standard-AddPass.shader
then find UnityStandardConfig.cginc file in CGIncludes next to your Unity.exe (or inside Unity.app on OSX) and copy it into your project.
In UnityStandardConfig.cginc find #define UNITY_GLOSS_$$anonymous$$ATCHES_$$anonymous$$AR$$anonymous$$OSET_TOOLBAG2 1 and change it to #define UNITY_GLOSS_$$anonymous$$ATCHES_$$anonymous$$AR$$anonymous$$OSET_TOOLBAG2 0
Voila! (maybe you will actually need to assign custom shader in Terrain) Roughness should become "more rough" now
Answer by NicklasBergfeldt · Mar 26, 2017 at 08:43 AM
Simply set your "Alpha Source" to "None" for the material and it will look great! - the alpha is used for shininess, so for instance use the alpha layer (or a separate one) to more finely control this.