I’ve been working on a project in Unity 2.6 that I just migrated to unity 3.0 and it seems I’ve lost all the specularity from all of my lightmapped materials. When I change the spec color/shininess in the inspector nothing changes visually. This occurs whether I use forward or deferred rendering.
If either the devs or someone else could respond as to how I can get my specular channel back while retaining my custom lightmaps I’d be much appreciative. This environment is finished and almost ready to launch, but we can’t migrate over to Unity 3.0 until this is fixable.
Did you write a shader for it?
the autoupgrade might not have gone too well.
in generally I wouldn’t port it if you are near ready. launch it with U2 and port it beyond that point for the first major update for example. that gives oyu the time you need to research the changes and get used to them. U3 is not “an update to U2” and you might find many more things not working or working the same as they used to
I didn’t write a custom shader for this. The problem seems to be that the legacy lightmapped-bumped-specular and lightmapped-specular materials in Unity 3 are no longer showing any specularity. Is this a bug, or the way the lighting engine now works?
It would be a pity if they broke the old lightmapping functionality, considering beast would not be the optimal choice in all situations. How difficult would it be to replicate the functionality of the broken legacy shader in Unity 3.0?