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Shader Occlusion for diffuse vs specular

Discussion in 'Shaders' started by andrewc, Sep 26, 2018.

  1. andrewc

    andrewc

    Joined:
    Aug 20, 2008
    Posts:
    180
    This seems like a very simple thing but is there a way to define the occlusion map for just the specular light(Roughness/glossiness reflection) vs the diffuse light. Currently there is just the o.occlusion in the standard shader but I seem to recall this being more granular in one of the the old shader graph plug-in. Any insight would be great, thanks. No amount of googling seems to point me in the right direction.