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 Shader to Standard to use the metallic workflow, or Standard (Specular setup) to use the specular workflow.
To make a material metallic or non-metallic, set the Metallic value to 1 or 0. Values between 0 and 1 blend the two results.
To control the blurriness or sharpness of the reflection, adjust the Smoothness property.
To make different parts of a material more or less metallic, add a texture map to control the Metallic and Smoothness properties. For example, if you have a clothing texture with both non-metallic fabric and metallic zips and buckles. Use the channels as follows:
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.
To set the color and intensity of reflections, set the Specular color. A black specular color means no reflections, while a white specular color means full reflection.
To control the blurriness or sharpness of the reflection, adjust the Smoothness property.
To make different parts of a model or texture appear more or less reflective, add a texture map to control the Specular and Smoothness properties. For example, if you have a clothing texture with both non-metallic fabric and shiny plastic buttons. Use the channels as follows:
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.