Highlight issues with Self-Illumin/Bumped Specular shader

Hi there :slight_smile:

I just upgraded to Unity3, and noticed a visual change to the Self-Illumin/Bumped Specular shader (well, all shaders with specular+normal, etc), and was hoping that someone else might have noticed the same thing? It was working perfectly on the previous version of Unity.
I keep getting some super-strong high-gloss highlights showing in areas where the normals have sharp-ish edges, even if the specular map is quite dark and if the light-source is out of its reach. The rest of the surfaces are showing just fine.

Also, I wonder if anyone knows the reason why we now have the illumination map as a separate texture in the Self-Illumin/Bumped Specular shader? I really like to take advantage of my textures as much as possible, and couldn’t see any difference from playing around with graphical elements in the RGB-channels, as the illumination is stored in the alpha anyways. Are the RGB channels simply going to waste, or are there ways you guys know of to use them for something good?

Any help would be much appreciated, thanks a lot in advance :slight_smile:

Bumping my thread, still hoping that someone might know about this :slight_smile: