Unity Specular Texture at Glenda Macon blog

Unity Specular Texture. Specular computes the same simple (lambertian) lighting as diffuse, plus a viewer dependent specular. Shininess is a power factor to say how much light we need to the shader.  — my problem is that i don’t seem to have control over the smoothness of my material when using a specular map. The lightmode is forwardbase because we are.  — download this shaders from:complete game templates:traffic. additionally, the alpha channel of the main texture acts as a specular map (sometimes called “gloss map”), defining which areas of the object are more.  — the specular color can give realistic effects for materials like metals.  — you’ll notice in the inspector panel for this shader, the base texture is described as base (rgb) gloss (a). when a texture is assigned to the specular property, both the specular property and smoothness slider disappear.

[AssetStore] Normal & Specular Map Generator from Texture « UnityCoder
from unitycoder.com

Specular computes the same simple (lambertian) lighting as diffuse, plus a viewer dependent specular. Shininess is a power factor to say how much light we need to the shader.  — the specular color can give realistic effects for materials like metals.  — download this shaders from:complete game templates:traffic. The lightmode is forwardbase because we are. when a texture is assigned to the specular property, both the specular property and smoothness slider disappear.  — you’ll notice in the inspector panel for this shader, the base texture is described as base (rgb) gloss (a).  — my problem is that i don’t seem to have control over the smoothness of my material when using a specular map. additionally, the alpha channel of the main texture acts as a specular map (sometimes called “gloss map”), defining which areas of the object are more.

[AssetStore] Normal & Specular Map Generator from Texture « UnityCoder

Unity Specular Texture  — the specular color can give realistic effects for materials like metals. Shininess is a power factor to say how much light we need to the shader. The lightmode is forwardbase because we are.  — the specular color can give realistic effects for materials like metals. additionally, the alpha channel of the main texture acts as a specular map (sometimes called “gloss map”), defining which areas of the object are more.  — you’ll notice in the inspector panel for this shader, the base texture is described as base (rgb) gloss (a). when a texture is assigned to the specular property, both the specular property and smoothness slider disappear.  — my problem is that i don’t seem to have control over the smoothness of my material when using a specular map. Specular computes the same simple (lambertian) lighting as diffuse, plus a viewer dependent specular.  — download this shaders from:complete game templates:traffic.

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