Configure reflections in prebuilt shaders
Select a workflow
- If your project uses the Universal Render Pipeline (URP), set Workflow Mode to Metallic or Specular in the Surface Options section.
- If your project uses the Built-In Render Pipeline, set to Standard to use the metallic workflow, or Standard (Specular setup) to use the specular workflow.Shader
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Configure reflections in the metallic workflow
- Red channel: Metallic values
- Green channel: Unused
- Blue channel: Unused
- Alpha channel: Smoothness values

A spaceship with a color texture, but no texture for metallic and smoothness. The whole object has a single Metallic and Smoothness value, and a flat appearance.

The same spaceship model with a metallic map applied. Part of the spaceship now has a high Metallic value and appears more reflective.

The metallic map. The lighter areas are values nearer 1 for metal surfaces, and the mid to low greys are values nearer 0 for non-metal surfaces.
Configure reflections in the specular workflow
- Red, green, and blue channels: Specular color values
- Alpha channel: Smoothness values

A 1000kg weight with a strong specular reflection from a directional light. The whole object has a single Specular and Smoothness value, and a flat appearance.

The same model, but with a specular map assigned, instead of using a constant value. This allows the specularity to vary across the surface of the model. Notice the edges have a higher specular effect than the centre, there are some subtle colour responses to the light, and the area inside the lettering no longer has specular highlights.
Additional resources
- Reflections
- Reference for metallic and specular values of real surfaces
- Creating Believable Visuals on the Unity Learn site