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View Full Version : shaders - lighting on specular channel?



legacy-Gbro
01-24-2005, 09:46 PM
I've been messing with shaders for fun and have run into something - I can't seem to get lights to affect the specular channel of the shader at all. The specular pass is allways unlit. Is there any way to get around this?

legacy-Wackywack101
01-24-2005, 09:58 PM
yes i had the same problem. Just duplicate a shader and change the textures for it to the ones u want.

Angel_Mapper
01-24-2005, 10:16 PM
I've got a stupid question. PerformLightingOnSpecularPass is set to True right?

legacy-Gbro
01-24-2005, 10:19 PM
I did try that. It doesn't seem to do anything in the editor (the specular texture stays fullbright) and UDN's shader description says that the option is not used.

Of course I could be wrong, seeing as I have not tried this in game yet.

legacy--Loric-
01-25-2005, 12:20 AM
I don't think Shader passes are affected by ambient lighting.
Probably an optimization for the sakes of performance.

PointlesS
01-25-2005, 12:05 PM
Originally posted by -Loric-
I don't think Shader passes are affected by ambient lighting.
Probably an optimization for the sakes of performance.
this is true...a pitch black wall with a shader will still shine...it looks kinda weird

legacy-NeoNautica
01-25-2005, 05:07 PM
Darken the texture(s) that you use for the spec map. It will give it a better look. In photoshop I usually put a multiply layer filled with black at 60% opacity or so to darken them. Just need to play around with how dark they are to get the look you want.