I’m trying to find a way to make so that my 3d mesh is only lit by specular light, and reflects no diffuse light at all.
I have a specular map in the alpha channel of a specular shader, and i want that the light only interacts with the white zones of this texture. So far, I did not manage to avoid my light also illuminates the mesh in the black zones of this texture.
I know there is an option in Maya lights to separate diffuse and specular emmision, and to disable independently one or the other one.
Is there a method to do the same in Unity ? Or maybe someone knows how to solve my problem in other way ?
I’m just begining in Unity, and I know nothing about scripting custom shader or anything else. If you have in mind a precise idea of how only picks up the specular in a custom shader, could you guide me a little ?
So that you can have all informations if you want to guide me, I’ll specify exactly what I’m trying to get :
I’m working to obtain a painterly CG render in Unity. So, I created a painterly color texture for my 3D mesh. To get as closer as possible to a painting, I painted directly the diffusion and occlusion shadows on this texture, to not use these CG render shadows.
So I choosed to use the “Self-Illumin” shader with this texture, 'cause it generates no diffusion shadows at all (the mesh appears at his full color, whatever its angle with the camera or the ambient-light).
Then I created a black&white map with brushes strokes, and I want that a 3D light lights the mesh only in the white areas, and let the black areas unlit. So I thought that use this map as a specular map would be a good solution, by turning off the diffuse light. But maybe someone knows a better way ?