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Coloured specularity mapping?
Does Unity's surface shader program support coloured specularity maps?
If so, how might one go about implementing the lines?
Comment
Yes it does. I've seen it work in a shader a guy wrote for car paint. Sorry I don't recall how it was done. Just thought you'd like to know that it is possible.
Best Answer
Answer by Nemox · Aug 08, 2013 at 06:00 PM
Did a little more searching and found this thread! Thread (Bottom surface shader script is the nicest I think.)
The idea is to make a custom output struct, then do a pre-pass for the lighting. This particular thread's scripts will take some personal touches for your own project, but provide a nice framework.