Specular highlights causes textures to appear washed out

In Future Is Bright phase 1 (and the latest release on GitHub), the specular highlights on meshes makes textures appear washed out.

Voxel/Future lighting:
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Legacy lighting:
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Have you tried changing the mesh’s material?

( I still get this could be an issue, but this may be intended behavior. )

Some materials such as Pebble do reduce the effect:
image
I don’t think this is intended, the lighting of Plastic might look good on basic parts but not on textured meshes.

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Its the same for decals as well.
Materials left to right: Plastic, Granite, SmoothPlastic

04%20AM

I wonder how textures would even reflect light without a material to determine their ‘shiny-ness’. Textures don’t have any preset ‘shiny-ness’ values.

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Hmm… possibility of custom materials coming out? :thinking:

I have this problem in my game too, and is one of the reasons I haven’t switched over yet.

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