{"id":14960870,"url":"https://github.com/frostbone25/unity-specular-probes","last_synced_at":"2025-10-24T19:30:30.593Z","repository":{"id":60888872,"uuid":"546433452","full_name":"frostbone25/Unity-Specular-Probes","owner":"frostbone25","description":"A simple editor script that emulates specular highlighting for every light in the scene on reflection probes when baking them.","archived":false,"fork":false,"pushed_at":"2024-02-28T04:04:58.000Z","size":4417,"stargazers_count":32,"open_issues_count":0,"forks_count":4,"subscribers_count":1,"default_branch":"main","last_synced_at":"2024-10-10T10:23:51.928Z","etag":null,"topics":["rendering","rendering-3d-graphics","unity","unity-3d","unity-editor","unity-package","unity-scripts","unity3d-plugin"],"latest_commit_sha":null,"homepage":"","language":"C#","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/frostbone25.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2022-10-06T04:24:27.000Z","updated_at":"2024-05-07T08:33:58.000Z","dependencies_parsed_at":"2024-09-02T16:50:22.018Z","dependency_job_id":"92ab07e7-623c-4372-8365-e20bce9d049b","html_url":"https://github.com/frostbone25/Unity-Specular-Probes","commit_stats":null,"previous_names":[],"tags_count":1,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/frostbone25%2FUnity-Specular-Probes","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/frostbone25%2FUnity-Specular-Probes/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/frostbone25%2FUnity-Specular-Probes/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/frostbone25%2FUnity-Specular-Probes/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/frostbone25","download_url":"https://codeload.github.com/frostbone25/Unity-Specular-Probes/tar.gz/refs/heads/main","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":219868063,"owners_count":16555878,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["rendering","rendering-3d-graphics","unity","unity-3d","unity-editor","unity-package","unity-scripts","unity3d-plugin"],"created_at":"2024-09-24T13:23:19.528Z","updated_at":"2025-10-24T19:30:29.800Z","avatar_url":"https://github.com/frostbone25.png","language":"C#","funding_links":[],"categories":[],"sub_categories":[],"readme":"# Unity Specular Probes\nA simple editor script that places an emissive object at the place of every light in the scene to emulate specular highlights on reflection probes when baking them.\n\n![window](GithubContent/window.png)\n\n## Results\n\nSpecular Probes Enabled\n![result1-on](GithubContent/result1-on.png)\n\nSpecular Probes Disabled\n![result1-off](GithubContent/result1-off.png)\n\nSpecular Probes Enabled\n![result2-on](GithubContent/result2-on.png)\n\nSpecular Probes Disabled\n![result2-off](GithubContent/result2-off.png)\n\n### Why?\nThe unity standard shader does not have a specular highlight term when baking lightmaps *(even with directional lightmaps, but it only shades the diffuse term)*. As a result when a light source is baked fully within unity, you lose out on the specular highlight term you would normally get from realtime/mixed lights *(unless you are using the shader that computes a specular highlight using the directional term from the lightmap)*. For PBR rendering, having a good specular term is critical for getting good and correct shading results.\n\nThis is a script that attempts to alleviate that by spawning an emissive object *(that matches the shape of the light source)* before reflection probes are baked in an attempt to emulate the specular lobe of the light. All of this at no extra performance cost at all! *(because it's being baked directly into the reflection probes)*.\n\n### Credits\nI was inspired by [Zulubo's](https://github.com/zulubo/SpecularProbes) implementation, however I opted for my own and went for a more simplified but global solution that also can do area lights as well.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ffrostbone25%2Funity-specular-probes","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Ffrostbone25%2Funity-specular-probes","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ffrostbone25%2Funity-specular-probes/lists"}