The NormalmapUncompressed is buggy as hell, if you don't get white dots you'll get black dots. The solution is to mask out the blue channel in the shader and append a constant value to it. Values between 0.75 and 1 should work fine.
well yes, but that sadly doesn't solve the actual problem. if I just plug in a scalar, then I might as wel not have the lerp there, because then it won't give a seperate specularPower value for the 2 textures, just a flat value over the whole thing that is a average (depending on the value of the scalar) of the A&B slot.…