Specular texture question

I don’t know if I’m doing something wrong, or if this is a bug or a limitation of my graphics card.
I’m using the Standard shader (Specular setup).
If I select a medium grey color with the eyedropper, I get a nice shine on my model.


but if I create a texture that is all that exact same color, the model looks complete matte.

I thought they should both look the same, am I wrong?

@Bareflix It’s standard shader hiding things. Specular map should be a RGBA texture, with RGB as specularity color, and then alpha as smoothness. You probably have full alpha in the texture - creating very tiny very bright specular highlights.

See Unity - Manual: Specular mode: Specular Property