© Claudia Doppioslash 2018Claudia DoppioslashPhysically Based Shader Development for Unity 2017https://doi.org/10.1007/978-1-4842-3309-2_15
15. Making Shaders Artists Will Use
Liverpool, Merseyside, UK
While chasing down physically based perfection, the user experience from the point of view of the artists is something that’s easy to overlook. Complex BRDFs have complex settings, and the artists whom you’re going to give the shaders are not likely to know as much as you do about how to use them.
Descriptive names are often not a priority, and sometimes we end up with downright confusing names. One bright example is the Roughness input for the Unity Standard shader. The concept is commonly known as Roughness, but in the Unity ...