Metallic vs Specular Workflow 金属与高光工作流
本文档主要是对Unity官方手册的个人理解与总结(其实以翻译记录为主:>)
仅作为个人学习使用,不得作为商业用途,欢迎转载,并请注明出处。
文章中涉及到的操作都是基于Unity2018.3版本
参考链接:https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html
Two workflows
When creating a material using the Standard shader you will have the choice of using one of two flavours, “Standard” and “Standard (Specular setup)”. They differ in the data they take as follows:
当使用标准着色器创建材质时,你可以选择使用两种风格中的一种,“标准”和“标准(高光设置)”。它们所取数据的不同如下:
Standard: The shader exposes a “metallic” value that states whether the material is metallic or not. In the case of a metallic material, the Albedo color will control the color of your specular re