Understanding the metallic setup
Unity’s URP Lit Shader provides two different workflows for PBR shaders: the metallic workflow and the specular workflow. These workflows are selectable in the material’s Inspector window through the Workflow Mode property and cater to different material needs.
The metallic workflow exposes the Metallic property and the Smoothness property. The Metallic property defines how metallic the surface appears, ranging from 0 (non-metallic) to 1 (fully metallic), while the Smoothness property determines how smooth or rough the surface is, affecting the sharpness of reflections.
In the specular workflow, the Specular property replaces the Metallic property. The Specular property defines the reflective properties of the surface using a color value, and the Smoothness property remains to control the surface’s roughness.
Smoothness and Roughness are opposites of each other, so a Smoothness value of 1 means a Roughness value of...