Hi everyone,
How this is realized?
The light source is in front of the cam. Some areas did not reflect light. Other areas receiving lights but from different sides. I have no clue how this can be done by normal, specular or smoothness.
Any ideas or solutions?
It could be a point or spot light with limited range. Unity - Manual: Types of light or perhaps a custom shader with falloff.
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I think the specular\reflection\emission gbuffer channel for a realtime lights is changed by any vector normal Map calculation or perhaps a bloom function.
The direct light Emission\Reflection is far wider than a point light. Something between an area and point light.