I’m trying to figure out a way to make a shader that has colored specular highlights and gloss map support. I am also trying to figure out a way to make a cubemap inside the material in which the specular/gloss and normal maps can interact with it. Basically I want to make a shader like the ones seen in unreal engine 3. The reason I want to do this in unreal engine 5 is so I can use the modern tools added on top of the legacy shaders. If there is any way I could look into this more to implement an actually working shader. (don’t ask Microsoft Copilot for unreal engine shader programming tips, it didn’t help me.)