Ts Missing Spec Response
Troubleshoot issues causing materials missing specular highlights.
読み終わるまでの所要時間 1 分最終更新 25日前
Troubleshooting materials missing specular highlights
Fix issues causing specular highlights to be missing after baking lightmaps.

Two images of a rendered room with a sphere in the middle. The first image shows the sphere has several baked point lights that reflect on its surface. The second image shows the same scene after the lightmap is baked and the specular highlights in the first image are missing.
Symptoms
Materials don't appear glossy or have specular highlights when the lighting is baked.
Cause
Baked lights don't provide real-time specular response to materials. This means that glossy materials lack specular highlights after you generate lighting.
Resolution - Use mixed lights
Use mixed lights instead of baked lights, as mixed lights provide real-time direct specular response to materials. To use mixed lights, in the Light component, set the property to Mixed.
Light Mode
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Resolution - Use emissive proxies

Two images of a rendered room with a sphere in the middle. The first image shows the sphere with bake point lights, and emissive proxies captured by a reflection probe. The second image is a zoomed out perspective of the first, showing the emissive proxies are placed above the sphere.
Use emissive proxies to imitate the specular response from using emissive objects. To use emissive proxies, follow these steps:
- Place a reflection probe in your scene.
- Right-click the Hierarchy panel and select > Sphere.3D Object
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- Select the newly created object and set its Static Editor Flag to Reflection Probe Static.
- Right-click the Project panel and select Create > Material.
- Select the material and enable the Emission checkbox. Set the property to None.Global Illumination
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- Drag the material onto the sphere to assign it.
- Place the sphere in the same position as your light.
- Go to the Baked Lightmaps tab in the Lighting window (Window > Rendering > Lighting).
- Select the Generate Lighting button to generate lighting based on these settings.
After Unity generates the lighting, the emissive objects are captured in the reflection probe cubemap. You can hide the emissive proxies after baking or use a in the Camera component to hide the emissive objects.
Culling Mask
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