Many modern engines, including Unity, are using Multiscatter GGX for their specular which is more physically accurate for materials. Why does Unity have this but Unreal doesn’t?
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While I can’t speak to Epic’s internal motivations for choosing a given BRDF (they’ve done some presentations on such in the past though), I think you may find physical fidelity increasing with Epic’s new Strata system. It appears to be a comprehensive, offline-style shader graph system, which supports multilayered materials in a much more coherent and sensical way than previously-available options. Shading model overhauls are a part of that, so I’m essentially saying you may get your wish sooner than expected .
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