What does light do to make the face clearer?

its my first time making a 3D game, and i am doing that just for fun.
but i noticed somethong weird, something that i can’t even search, because i dont know what it is really called


like, the parts have more lighter face, and i dont wanna that.
my game will have Pixeled view, and this lightning looks so weird.
i am really unsure for whatever is this.

I think you’re referring to specular highlights. These are diffused when you change the roughness/specular values on the material.

If you want a retro look, maybe look into vertex lighting as it is less accurate. Or look for/make custom shaders.

hmm
i know nothing about custom shaders.
and i am not sure about “vertex lightning”, since everything in 3D development its very new for me.
and creating 'custom shaders" looks like hell of coding, just hearing this topic name
i can try

i can’t find any Specular Highlight option on my Unity 6

There are basically two workflows for materials, Specular or Metallic, and the difference is explained here: Unity - Manual: Choose a metallic or specular shader in the Built-In Render Pipeline

However, in both cases your material should have a “Smoothness” setting, which is at 0.5 by default. What you see here is called the Fresnel Effect, causing surfaces to become more reflective at lower viewing angles.

To eliminate these specular highlights, reduce the Smoothness. If you are using the Universal Render Pipeline and don’t want any specular highlights, you can also use the “Simple Lit” shader, where they can be completely disabled (in the Advanced Settings of the material). This should be more performant, althhough it depends on the platform if this will be noticeable.

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i see.
the smoothness value really does that


and this is good.
thank you.

but i also remember another material i made when i dragged and dropped a sprite in a object
it created this material, that i Can’t change smoothness.


i dont know about this material. since thats new for me

a
i just realized about the simple lit
i didtn remembered, i will try


Indeed, it really worked
using that Simple Lit shader and disabling Specular Highlights, it made the material more non reflective.

thank you all, now i can make more things


ah and about this material, i figured out it was actually a ProBuilder shader.
i didtn knew that, and thanks too for showing for me where is the Shader menu

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