I have become quite used to CRYENGINE, and it shaders, while very limited, are high quality and intuitive. I understand that in Unreal I have the power to do much more, but I am having trouble figuring out how to combine things to achieve the quality of CRYENGINE’s shaders, and remain within the physically correct bounds of PBR.
Firstly, what is the proper and physically correct way of combining fresnel into a material? Currently, I am adding fresnel to the base color texture and using it to lower the roughness (to increase the reflection). I question whether this is correct because the fresnel looks a bit odd at times.
Any insight is appreciated, thank you.