So long story short, there has been an issue for a long time where the phong shading on SpecialMeshes did NOT respect materials, even though it does on low graphics, or when you add a TextureID to the SpecialMesh.
Place file:Phongus.rbxl (89.8 KB)
Expected behavior
SpecialMeshes should respect the Metalness an Roughness maps of the MaterialVariant, an adjust the phong shading appropiately.
Alternative: Add a property to SpecialMeshes so that you can disable or enable it. (disabled by default on existing ones, but enabled on newly created ones)


