Adapting a basic material from Specular setup to Metallic
For a better understanding of the differences between Metallic and Specular workflows, we will modify theAlbedo
and Specular/Smoothness
maps that are used on a Specularsetup Material, in order to adapt them to the Metallic workflow. The material to be generated will feature both metallic and non-metallic parts, with various smoothness levels.
Getting ready
This recipe builds on the previous one, so make a copy of that project and use the copy for this recipe.
How to do it...
To create a basic Material using the Metallic workflow, follow these steps:
- From the Project panel, select the
battery_prefab
element. From the Inspector, access its Material (namedBattery_MAT
) and change itsShader
toStandard
(as opposed to its current shader –Standard
(Specular setup
):

- In the Projectpanel, find the
Battery_specular
map and rename itBattery_metallic
. Open it in your image editor (we'll use Adobe Photoshop to illustrate the following steps). - Find...