Among the many things coming in Unity 5.0, I am most excited about the new fat g-buffer deferred renderer. However, some things will need to fall into place for me to take full advantage of its power:
- It must allow me to override the lighting shaders, like I can now.
- It must let me, at a minimum, store a single low precision custom channel in the g-buffer so I can pass specular occlusion to the lighting shaders.
If I can't pass specular occlusion, then I won't be able to support proper per-light fresnel. Granted, even if I don't have that it will still be an improvement over our current situation because I can finally have properly colored specular highlights. Still, I hope that Unity, or more specifically Aras, is listening to this plea and can work something out. ;)