Hi,
There’s a mobile normal/specular shader but I was wondering if there is a fastest possible way to just texture + specular.
I would like to know if its faster doing a shininess map using the 2nd texture channel or something or whatever, I’m pretty confused. If an experienced shader developer would like to step in regarding this, I can donate a little paypal action (jessy maybe interested?)
Basically it just has to support texture and specular. the specular can or cannot be in the same texture (ie alpha) - I am not fussy, its just got to be raw unmatched performance. Memory isn’t important either
I just want to control the shininess of my stuff when I move a light (the light can be virtual, ie a vector3) or when the object’s angle changes.
In short, speed please! regardless if I donate a bit of cash or not, as always, my policy is for code or shaders made for me, they will be open source if the author wishes them to be (so everyone benefits).
Thanks all!