In this chapter, we will examine the key differences between metallic and specular workflows that are used in Unity's Physically-Based Shading.
We have used these shaders and variants of our own to create various materials in the previous chapters, but what is really going on beneath the surface? How are metallic and specular materials set up to respond differently to light? We will answer these questions as we work through the objectives in this chapter.
In this chapter, we will cover the following topics: