Specular Highlights
Genesis decouples specular from the PBR roughness pipeline so you can tune the highlight independently of the rest of the lighting model. Pick from GGX, Blinn-Phong, anisotropic, or a hard toon shape, and tint each one without affecting albedo.
When to use it
- Metals — GGX with low roughness; intensity follows energy conservation.
- Hair and brushed metal — anisotropic, stretched along the tangent.
- Toon characters — hard toon spec that reads as a single ink shape.
- SFX — disable specular entirely on dissolves, holograms, and wireframes.
Difference from Iridescence
Modes
- GGX — the physically grounded default; pairs with metallic/smoothness inputs and the URP standard BRDF.
- Stylized / Toon — a smoothstep against
NdotHproduces a hard shape. Pairs with Cel Shading for the canonical toon look. - Anisotropic — stretches the lobe along the tangent or bitangent for hair, brushed metal, and silk.
The same light and roughness; only the specular model changes. Drag to compare.
Properties
Usage
- Pick the Specular Model that matches the surface — GGX for most things, Stylized for toon.
- Set Specular Color to the light tint (white for sunlight, warm for fire, cool for moon).
- Tune Power or Smoothness until the shape reads right.
- For hair, enable Anisotropic and verify the mesh tangents are aligned along the strand.
material.SetFloat("_SpecularModel", 2); // Stylized
material.SetFloat("_SpecularStepThreshold", 0.7f);
material.SetColor("_SpecularColor", new Color(1f, 0.95f, 0.85f));Tips & gotchas
- Anisotropic requires mesh tangents; Unity will not generate them for procedural meshes, so recalculate or import with tangents enabled.
- Stylized spec ignores Smoothness — use the Step Threshold instead.
- GGX is the only model that obeys energy conservation; the others can over-brighten if pushed.
- GGX is fine on mobile, but anisotropic adds 2–3 ALU per pixel, so budget accordingly.
Related
- Cel Shading — pair with stylized spec for the toon stack.
- Rim Lighting — fresnel edge layered on top of spec.
- Iridescence — view-angle color shift on the highlight.
- MatCap — fake spec without a light source.
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