That shader is really old. Its from before the surface shader model was implemented. Unfortunately the surface shader stuff doesnt use colored spec by default so you have to specify a custom lighting model.
I can't stand the alpha thing unity uses, its very clumsy to use when im using GIMP and id much rather save a specular texture separately and load it instead of putting it in the alpha channel
Does unity have a default option to enable this? If not then my only other option is to write a shader which probably isn't an option because I know absolutely nothing about them lol
Thanks for mentioning strumphys shader editor though, its similar to kismet which I also don't understand but hopefully theres some tutorials out there
Specular shader gives in unity, use slider for shininess. On your diffuse texture alpha channel is used for specular map (specifique area for your spec).
If you want, ,normal and spec shader, use bumped specular and a new slot for NRM map appeared.
Those shaders are limited, because you can't give colors to your specular.
Personaly i use hardsurface shader (asset store), it gives you more liberty on your shader (rim, spec, gloss, reflect, etc.).
My solution for having NRM and spec on lightmapped objects (static lightmap), is to create layer on static objects, duplicate light (directionnal light normaly but you can use what you want) in realtime only with mask on the layer you create. With this layer solution you limit the number of objects light in real time and so, you increase your performance compare to a full scene with real time lights.
Replies
http://wiki.unity3d.com/index.php/BumpColorSpec
or just writing your own
Are you using baked lighting? Unless your using directional lightmaps then yeah...spec and normal wont work.
Does unity have a default option to enable this? If not then my only other option is to write a shader which probably isn't an option because I know absolutely nothing about them lol
Thanks for mentioning strumphys shader editor though, its similar to kismet which I also don't understand but hopefully theres some tutorials out there
Specular shader gives in unity, use slider for shininess. On your diffuse texture alpha channel is used for specular map (specifique area for your spec).
If you want, ,normal and spec shader, use bumped specular and a new slot for NRM map appeared.
Those shaders are limited, because you can't give colors to your specular.
Personaly i use hardsurface shader (asset store), it gives you more liberty on your shader (rim, spec, gloss, reflect, etc.).
My solution for having NRM and spec on lightmapped objects (static lightmap), is to create layer on static objects, duplicate light (directionnal light normaly but you can use what you want) in realtime only with mask on the layer you create. With this layer solution you limit the number of objects light in real time and so, you increase your performance compare to a full scene with real time lights.