A couple of quick pointers that might help:
- Best to avoid touching the specular input at all! It probably doesn’t do what you think it does. We’re thinking about renaming this property.
- Metallic is almost always a 0 or 1 value. How many surfaces do you know that are “half metallic”? (There are some- car paints for eg. Are not described very well with this shader, but your example here does not have any half metallic surfaces)
- If unsure, use a mask and tweak the vales with a lerp. (If you set up the material and make a material instance from it, you can tweak the values in real time without recompiling- we probably need to improve the material workflow to make it this easy all the time
- Does your test scene have a reflection capture actor in it? If not, your metals aren’t going to look right! Having an interesting background will help you get the best results.
Can’t wait to see your results once you get it ironed out
Nick