How to do Diffuse + Specularity?

Hi,

So I came across a model of Sonic the Hedgehog from Sonic Generations, it only had the main textures so I extracted the other ones from the game which are falloffs, specular textures and bumpmap textures. I tested these ones on Unity, the bumpmaps (normal maps) and falloffs (dynamic and surface reflection) worked just fine, a really close result to Sonic Generations rendering quality. The only flaw here is that there’s no built-in specularity texturing shader and I’m really new to the shader’s language, I eventually know very little of it, so if someone please can help me mix Diffuse + Specularity, I would really appreciate it!

I attached the textures of specularity for Sonic (sorry if they are too big, I tried resizing the textures as most as I was capable of to prevent blurry or disaligned colors or parts of the image, the actual resolution here is 512x512, the original size of these are 1024x1024):

Thanks for reading!

Take a look at shader in attached project Looking for a way to pack 4 bytes of color data into a float in shader lab - Unity Engine - Unity Discussions

You could write your own shader:

  • Include specular map as a new input texture
  • Multiply specular map color with lighting specular color to get adjusted color.

There are many ways to do this. Example: Add specular map to shader - Questions & Answers - Unity Discussions

If you don’t want (or know) to write your own shaders, use Marmoset Skyshop or other addons avaliable for Unity that contain image based shaders.