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Why does specularity and dual lightmaps only work with Parallax Mapping / Rim Lighting?
I tried working lightmaps and specularity into my Unity 3.5.6f4 project with Forward Rendering and Dual Lightmaps are right now the best solution (Directional Lightmaps and Unity 4.0 are problematic).
However, i can only bring nice specularity to Dual Lightmaps when the shader executes Parallax Offset or Rim Lighting. I guess these are a rather expensive commands, so i`m asking:
Is there any cheaper way to bring specularity to simpler shaders while employing dual lightmaps?
Is there anything else to adapting shaders except adding the dualforward parameter?
example screenshots:
standard Parallax/Bump/Specular (left), standard Bump/Specular (right) shaders with dualforward parameter added, dual lightmaps employed and desired specularity.
standard Parallax/Bump/Specular (left), standard Bump/Specular (right) shaders with dualforward parameter added, dual lightmaps employed and wide angle specularity.