I noticed with metallness at “0” and specular weight/color/roughness = “0”, there is a base reflection. I assume this is typical PBR workflow. Looking at Viewport 2.0 in Maya, I see you can drag specular towards 0 and was curious if Verge can do this? Essentially, I’m looking to bring down specular to something less than what PRB produces at base “0” without the need to increase roughness or reduce dome textures intensity/exposure. Do you have any tricks to scale specular?
Good idea on the Layered shader. I assume this will be a hit on the performance at runtime. In the future, consider using the IOR as perhaps a way to dial in the reflection. It may not match PBR physically, but will allow some control over the in specular component. Just and idea.