so i went into my settings.fx file and un-commented out specular camera emission so I'd get a nice glimmer on specular things ALA-FPSC when the player looked at them. for most things like props, details, and whatnot, this works well, but for flat surfaces like walls, it looks a little too "flashlighty"
is there a way to adjust the specular "light" the camera emits to perhaps make it 2 or 3 lights to counter this obvious-ness? i was kind of hoping it just used an image for that "reflection"
i looked through the effectbank files and the shader but it confuses me to no end and I figured if I posted here, someone who knew more could explain/help me
if this is the wrong place for this, please move it
some pics to explain:
obvious camera casting single specular light on wall
effect works well on flat surfaces with messed up topolgy