Specular Maps Question

Hello,

I have a question concerning specular maps. As far as I’m aware, most Next-Gen models would use a set of 3 texture maps: diffuse, normal, and specular maps. Of all these, specular maps are the ones that I haven’t seen applied in Unity 3D. I mean, when you do a specular bumped material, you get the slot for diffuse and normals, but you only get a slider control for the specular value. What about if my object has multiple specular properties on its surface which would need a specular map… what do I do then?

I hope someone can comment on this one.

Thanks!

Specular map should be placed in alpha channel of the first texture (“Main Texture”) if we talk about “Bumped Specular” shader, for example.

Ah! I didn’t saw that! Thanks for the ingo gnoblin! Still… having specular as a separate texture slot might be a bit more comfortable… (I’m used to it that way :stuck_out_tongue: )

But having it the way it is - would be more optimized).

It is possible, of course, to move a specular map to a separate slot for easier development.