UE5 REQUEST: Colored specular for true physically based PBR materials (examples and use-cases included)

I mean, sure. It’d be nice to see “UE5” transition get a lot of BRDF work. Metalness is limited, the anistropy added recently is hacky and doesn’t support area lights (what?) no energy preservation, the only pre-filtering offered is fairly basic and doesn’t cover displacement maps or anistropy, etc. etc.

Are there going to be changes, is it going to catch up or surpass Unity’s HDRP? I dunno, but OP I see and support your point.