I’m using unity 5 beta (standard spec shader) and have a rock model with a diffuse and spec map. The spec map is mostly black (100% black) with some thin lines of shine on the rock edges.
The problem is that no matter how I treat the shader the rock always has a subtle white shimmer/halo around it in the areas that aren’t meant to be specular. The only way that removes it is to make the ambient source a color and not a skybox, but then it removes the specular altogether.
Is there a way to make sure its ONLY specular where its defined on the map?
You don’t just have a spec map. You have a spec map AND a so-called “roughness” map. The specular map controls the specular for surfaces facing straight into the camera. However, specular always approaches 100% on the edges (fresnel effect). This happens in real life, too! In fact, this bears repeating - everything has fresnel.
However, most of your specular detail does NOT go into the specular map. Actually, in your case the specular map should hardly deviate from 4% greyscale fill. Most of your detail instead goes into the roughness map. Essentially it defines how rough the surface is - the more rough the surface, the more the specular/reflection component becomes diffused and blurry. The less rough the surface, the more the specular/reflection component becomes sharp. Basically this is your “shininess” value. Rocks should be very rough.
Thanks Phobic,
If I have a spec map (mostly black) I can only insert it into the ‘Specular’ of the standard Spec shader OR I can insert it into the ‘Metallic’ of the Standard shader (this removes the Smoothness slider). Either way it gives me the automatic fresnel I’m trying to avoid.
Where am I meant to plug it in?
It even appears that the legacy shaders do not have a diffuse and specular slot. Should I make a rough fractal noise image in the non-specular areas and pure white in the shiny parts and slot it into the Standard Shader?
I’m looking for a barebones diffuse and spec material.
“Barebones” diffuse and spec is pretty much a thing of the past (unless you go with Legacy Deferred Shading I think). PBR is the future. All hail the new PBR overlords.