I’ve been checking out the demo of Unity 2.0. I imported some simple assets and noticed that the default shader types for materials don’t seem to offer a shader that supports a diffuse map, a spec map, and a bump map. Am I missing something?
If I wanted to create a such a material, how would I go about it?
It looks like the “Bumped Specular” Shader only supports 2 maps, no? A diffuse and normal? I’d like to use a spec map, and not just a single color and brightness value.
If you want to use a separate specular color map (as opposed to the monochrome gloss map - which is in alpha channel of main texture), you’d have to write a custom shader to do that. It’s not very hard, just needs to be done.
As was mentioned, choosing the BumpSpecular map with the specular texture in the alpha channel of the diffuse map sounds like what you want.
However, I think there is one problem and one other situation that needs addressing. The problem is that if you choose AlphaBumpSpecular you’re stuck with only a flat specular because the alpha channel of the diffuse is now being used for the transparency. Unfortunately, the documentation (http://unity3d.com/support/documentation/Components/shader-TransBumped%20Specular.html) is generic and incorrect because while it will use the diffuse alpha for specularity it also uses it for the alpha/transparency and you get nothing you intended. I assume that it should be easy to change this shader to use the say the bump map’s alpha channel instead?
Which also leads to the mentioned situation of using a third texture to control the specularity which would be nice. I’ve figured out how to modify a shader to take a texture, but I’m an artist not a programmer and haven’t figured out how to multiply that image by the specular slider to get the correct output. Has anyone done this already? It seems like it would be useful and used by many.
Yes, that is actually what I was looking for. A separate color spec map that I could control. A gloss map will work for now until I get around to making a custom shader. Thanks!