Difference between revisions of "Specular gloss map"

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Latest revision as of 12:31, 14 August 2014

Specular Gloss Map

A texture that controls the width/power of the specular highlights from real-time lights.

This usually only requires a monochrome texture. If the shader supports RGB the gloss map can be used to control a separate width/power for each color, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.

Usually a shader will also support per-pixel control for the color/intensity of the specular highlights (see Specular color map).


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