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[HOLD] Specular color on HDRP/Lit below 2% can be used to suppress specular lighting completely #2556
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I think that dev testing is sufficient for this and I expect leftover issues would be revealed by automation. If Yamato is green, looks good to me.
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I am seeing several yamato failures, will investigate shortly. |
# Conflicts: # TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/900_Materials_AlphaTest_SG.png # TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2205_LightLoopCullWOblique.png # TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/2205_LightLoopCullWOblique.png # TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/2205_LightLoopCullWOblique.png # TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2205_LightLoopCullWOblique.png # com.unity.render-pipelines.high-definition/CHANGELOG.md
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Hi, we need this, and currently it seems the only way to suppress specular is to disable affect specular from the directional light. |
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Hi, the transmission/sss shaders don't have a specular color. Will this feature be available for those shader types? We really need this for foliage shaders. Could this be added to the smoothness instead? 0 smoothness = 0 spec highlight. Thanks! |
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Guys, when already?((( |
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recreated in private repo |
Where is it? |
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Hi yes we need this Where is it ? |
The specular color can now be used to completely kill specular. Values from 2% to 0% slowly kill fresnel killing the remaining specular that would be there otherwise.
Before with black specular color
Now with black specular color
Here is a gif to show transition
What did I test:
Can be seen in the gif :)
Yamato: (Just kicked) https://yamato.cds.internal.unity3d.com/jobs/902-Graphics/tree/HDRP%252Fkill-specular/.yamato%252Fall-hdrp.yml%2523All_HDRP_trunk/4112834/job