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Question by Henning · Oct 29, 2010 at 12:26 AM · shaderartifactsspecularhighlight

Self-Illumin/Bumped Spelcular shader in Unity3

Hi I recently updated to Unity3 and I'm experiencing some issues with the Self-Illumin/Bumped Spelcular shader, hope that someone might have experienced the same?

I'm getting some super-crisp high-light artifacts on my texture, usually showing as thin highlights where there are sharp differences in the normal map. It's following the colours and direction of the light-sources, but are always 100% shiny, and still shows even if those areas are outside the range of the light sources. It doesn't help much toning down the specular map either, unless it's 100% black. The rest of the texture is showing just fine.

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