The big picture

To understand the Standard Shaders, it's a good idea to know the workflows, their properties, and how they affect the material's appearance. There are, however, many possible ways to work with Materials – texture map requirements, for instance, might change from engine to engine, or from one tool to another. Presently, Unity supports two different workflows: one based on Specular, and another based on Metallic values. Although both workflows share similar properties (such as Normal, Height, Occlusion, and Emission), they differ in the way the diffuse color and reflectance properties are set up.