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Beast Lightmap + Fake specuar / shininess
It's quite clear for me that to see specular highlights on beast lightmapped objects I would have to use Dual Lightmaps and that on mobile devices Unity support Single Lightmaps only.
But there's any workaround to fake specular / shininess in a beast lightmaped object?
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Answer by Jessy · Feb 17, 2012 at 07:12 PM
There's no need for the word "fake"; you can have whatever you want, along with the texture Beast provides. You just have to write your own shader. The problem will be in that the lightmap doesn't differentiate between form shadows and cast shadows, so you'll have to decide how you want to handle that.