Nemox
1
Does Unity’s surface shader program support coloured specularity maps?
If so, how might one go about implementing the lines?
Nemox
2
Did a little more searching and found this thread! Thread
(Bottom surface shader script is the nicest I think.)
The idea is to make a custom output struct, then do a pre-pass for the lighting. This particular thread’s scripts will take some personal touches for your own project, but provide a nice framework.