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Question by sebeisdrache · Mar 01, 2015 at 04:12 PM · shadermesh colliderpartsshine

Make Parts of a Mesh Shiny

Hello, is there a way, to make just a part of a Mesh shiny, like Eyes of a character or metalic parts auf furniture?

Or should it seperated meshes?

In my scenario: I have made a Character with blender, animated and textured (UV Map). Now how i can tell Unity to make some parts of the UV map (Eyes/Claws) shiny?

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Answer by tanoshimi · Mar 01, 2015 at 04:27 PM

Use a shader that has specular lighting on the material assigned to those sections. If your entire model shares just one material, create a gloss map texture that defines how glossy each part should be.

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avatar image sebeisdrache · Mar 01, 2015 at 05:37 PM 0
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I could solve the problem by assginig multiple materials to my character. After this i can use differnt shaders for this materials.

avatar image BadSeedProductions · Mar 19, 2015 at 11:53 PM 0
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$$anonymous$$ultiple materials on the same mesh isn't doing me any good. Only the top material is rendered. I'm pretty sure there is no option in Unity for a "gloss map" or is there?

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Answer by Dayn1 · Aug 11, 2017 at 09:38 PM

Hello guys.

Sorry to post on an OLD thread. But I am looking at doing the same. I have a figure who I would like to have a tight metallic breastplate. (It does not ave to have a different physical shape)

I could take the map into Photoshop and colour it. But would like to have it with real time shine.

Is this possible now with Unity 5 please?

And if so, could anyone give any idea how?

Thanks for any help. :D

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avatar image tanoshimi · Aug 11, 2017 at 09:58 PM 0
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Yes, it's always been possible. Use a gloss map, as I previously answered.

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