Point light in realtime mode gives correct specular highlight, and any baked light looks flat. Unity 2017 /
Specular is view dependent, texture (baking) is model dependent, you need some special baking to just approximate specular, and then it will recreate the effect in real time. Check the different baking mode and their drawback.
Efect and so it works in realtime. I already figured it out. Unity 2017 does not have directional specular mode. He was removed earlier. Any baked light in the remaining modes will be without Specular.
I think the guy who has bakery can do it, try to hit the forum
Yeah the baked specular option was removed a while back. Bakery supports it, or the Unity recommendation is to either use mixed lights or reflection probes.
Bakery asset supports it and it looks great. Worth the price.
As @Adam-Bailey has mentioned, using mixed lights would be the most optimal solution. You would get the benefit of realtime direct, and baked indirect, which would help you achieve the look you are aiming for.
If your light has a physical representation in the scene (like a big emissive neon tube) then reflection probes will take care of it. Whatever you do, you will need them anyway so might as well get familiar with them.
What you are saying only applies to Baked Indirect. That will not work with Shadowmask or Subtractive.
That is only partially correct. In Subtractive mode, both direct and indirect lighting is baked in, even when using Mixed lights. Both in Shadowmask and Distance Shadowmask modes, Mixed lights provide realtime direct contribution. If you’d find that it is not the case in your project, please verify your shaders. Otherwise, please submit a bug report.
I suppose you’re referring to the direct - diffuse lighting. The direct - specular lighting is lost entirely on static objects using the subtractive mode.
URP shaders, Unity 2020 LTS.
Yes that’s what he’s saying. Subtractive is entirely baked specular and diffuse. Shadowmask and distance have real time specular from baked lights.
