Level, Lighting, and Rendering setup
Quality : Fantastic
Graphic Settings : Default
One Distant light ( sky light)
HDRI, SSR, are enable
Anti-Aliasing : FXAA3 Console
Notes on level and rendering setup
Setup the scene in Unity especially the Screen Space reflections when the smoothless parameter in the shader are set to 1, it was a long fight to understand what would give me the more realistic result. To be honest , I am still not convinced by both final renders, and therefore I had a long time to take in consideration production practice like :
setup the reflection probe, choose to bake it with box projection or using “Realtime” settings for the cubemap. I also had a try with a legacy, the “reflective > bumped specular” but it not lightmapped shader so the Global illumination can ‘t to be apply on the mesh, and it has never convinced me enough to post some render of that test, so I came back to the new standard materials ( PBS Specular /Metallic ). IMHO, the PBS Metallic shader is completely useless, as you can get the exact same result using the PBS specular, the only difference is that with metallic, you can’t to define a color for the specular.
Look ‘n Feel
Observations on the surface reflections
Make your own conclusion, share your observations and opinions by posting a comment.