nasty Specular of Oculus Avatar Shader
I want to get rid of the nasty Specular of Oculus Avatar Shader. My content is a bit dark(sometimes no light), but Oculus Avatar has s strange and sharp specular. Shader "OvrAvatar/Avatar_PC_SingleComponent" I am developing with rift, so it seems to be a problem here. 'Smoothness' and 'Metalic' set to 0.0f, but it doen't work. If I look into the Shader script for a long time, anything may be solved, but first of all, I think there might be someone who knows how to solve this problem.919Views0likes2CommentsHow expensive is specular in mobile, & how should it be implemented?
In John Carmack's indispensable VR Anti-Aliasing guide on Facebook, he mentioned this about specular reflections: Specular at the geometry level (still calculated in the fragment shader, not the vertex level!) is usually ok, and also a powerful stereoscopic cue. He implies that because specular reflection is still calculated per pixel, it will incur a significant performance cost. I'm interested to know how much it actually costs to implement specular reflection, particularly for mobile/Gear VR. I would very much like to implement it for its 3D cue. Are there any guides or best practices to follow when designing my assets & optimizing my game with specular in mind?1.4KViews0likes3Comments