Hello Unity-Developers,
I have some problems with Directional Specular Lighmaps and glossy PBR materials. I’m not sure if this behaviour is correct?
I have a simple scene: One quad and a sphere in an unlit scene: Download Scene
There is no light source just a little ambient light but there are strong highlights on both objects when using Directional Specular Lightmaps.
If I set ambient light to black RGB(0,0,0) there is no highlight as expected:
But when using nearly black RGB(1,1,1) there is the highlight again - way too strong - as if there is a point light near the sphere.
Turning ambient back to RGB(0,0,0) and adding some light via emission on the plane material there also a highlight pops up on the sphere when reaching an amount of 0.09 intensity.
Interesting - now the highlight appears only on the shpere - not on the plane. But when emission is set on the sphere there will also be a highlight on the plane.
How can I get rid of those wrong highlights?
Thank you and best regards!



