Well I feel silly about this. It turns out that it was a bug unique to Unity3D because of code they want you to add when doing custom forward lighting. Basically, they have you put the luminance of the specular lighting in the alpha channel of the lighting function's color output. Apparently this breaks down if the specular lighting has a ridiculously high value. Once I removed this, it started working fine again.
n00bodyMember Since 20 Oct 2006
Offline Last Active Mar 02 2014 10:52 PM
Just an indie graphics programmer looking to become part of a bigger project. Check out my blog "Crunchy Bytes" to see my work.
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