Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

No Specular Highlight In Material With Baked Light

Discussion in 'Global Illumination' started by fexcron, Apr 12, 2019.

  1. fexcron

    fexcron

    Joined:
    Feb 3, 2019
    Posts:
    2
    Point light in realtime mode gives correct specular highlight, and any baked light looks flat. Unity 2017 /
    emission.PNG
     
  2. neoshaman

    neoshaman

    Joined:
    Feb 11, 2011
    Posts:
    6,469
    Specular is view dependent, texture (baking) is model dependent, you need some special baking to just approximate specular, and then it will recreate the effect in real time. Check the different baking mode and their drawback.
     
  3. fexcron

    fexcron

    Joined:
    Feb 3, 2019
    Posts:
    2
    Efect and so it works in realtime. I already figured it out. Unity 2017 does not have directional specular mode. He was removed earlier. Any baked light in the remaining modes will be without Specular.
     
  4. neoshaman

    neoshaman

    Joined:
    Feb 11, 2011
    Posts:
    6,469
    I think the guy who has bakery can do it, try to hit the forum
     
  5. Adam-Bailey

    Adam-Bailey

    Joined:
    Feb 17, 2015
    Posts:
    232
    Yeah the baked specular option was removed a while back. Bakery supports it, or the Unity recommendation is to either use mixed lights or reflection probes.
     
  6. tcmeric

    tcmeric

    Joined:
    Dec 21, 2016
    Posts:
    190
    Bakery asset supports it and it looks great. Worth the price.
     
  7. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    As @Adam-Bailey has mentioned, using mixed lights would be the most optimal solution. You would get the benefit of realtime direct, and baked indirect, which would help you achieve the look you are aiming for.
     
  8. Tartiflette

    Tartiflette

    Joined:
    Apr 10, 2015
    Posts:
    84
    If your light has a physical representation in the scene (like a big emissive neon tube) then reflection probes will take care of it. Whatever you do, you will need them anyway so might as well get familiar with them.
     
  9. transporter_gate_studios

    transporter_gate_studios

    Joined:
    Oct 17, 2016
    Posts:
    219
    What you are saying only applies to Baked Indirect. That will not work with Shadowmask or Subtractive.
     
  10. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    That is only partially correct. In Subtractive mode, both direct and indirect lighting is baked in, even when using Mixed lights. Both in Shadowmask and Distance Shadowmask modes, Mixed lights provide realtime direct contribution. If you'd find that it is not the case in your project, please verify your shaders. Otherwise, please submit a bug report.
     
  11. MaxRoetzler

    MaxRoetzler

    Joined:
    Jan 3, 2010
    Posts:
    136
    I suppose you're referring to the direct - diffuse lighting. The direct - specular lighting is lost entirely on static objects using the subtractive mode.
    URP shaders, Unity 2020 LTS.
     
  12. blueivy

    blueivy

    Joined:
    Mar 4, 2013
    Posts:
    615
    Yes that's what he's saying. Subtractive is entirely baked specular and diffuse. Shadowmask and distance have real time specular from baked lights.