Can someone give explaination what is it and how calculates UnityGI.indirect.specular?
I’m studying out one shader where author calculates specular = direct specular + indirect. Direct he calculates by himself (seems using phong formula pow(max(0, dot(l,r)), p) but for indirect creates Giinput gi, inside which something do and returns indirect.specular
Probably too late but I found a code. Unity-Built-in-Shaders/CGIncludes/UnityGlobalIllumination.cginc at master · TwoTailsGames/Unity-Built-in-Shaders · GitHub. It’s calculated in UnityGI_IndirectSpecular function. Basically it fetches some texel from cubemap and convolve them according to the value of smoothness or something. I’ve never knew inside of “Standard Shader” is such a shit hole. If you really don’t need it to look into, STAY AWAY FROM IT.