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MuFake

Smoothness map for Standard Shader ?

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Hey, I was wondering if it is possible to use a texture map for the smoothness value in the standard shader, instead of using a slider.... I want to use 3 different maps for my pbr game ojbects; Albedo, Specular and Roughness (Smoothness).

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If you use the specular workflow you have to use the roughness map as the alpha channel of the specular map.

So basically the specular map will be a half transparent texture, but in the game the alpha won't be used to make the object transparent, but to display the roughness details.

 

Edit: I think they even updated the standard shader in one of the recent updates so you now have albedo, metal, roughness, normal etc. in the shader.

Edited by UnityGamesRoland

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Thanks ! :d I knew there was something to do with the alpha but did not understand fully.... Thank you for the explanation 

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