I am using light maps and would like to add spec highlights. The problem is that adding a light to the scene adds light on top of my light mapped shader. Is there a way to make a shader that receives light for secularity but not light for diffuse?
Thanks
Andrew
This project uses a custom lightmap shader that uses a cubemap for specular highlights. Not exactly what you’re looking for but for some scenes it is enough.
I’m sorry what project? I just want the specular effects of a light without the other effects of brightening the object.