Realtime Spheremap Reflection controlled by specular map.


I have a game-ready character on which I would like to use a spheremap reflection (mapped as “reflection” in the texture properties). The character also has a normal map, a diffuse map and a specular map.

Now I can divide the model into a few materials to achieve what I want, however I’d rather like to control the reflection intensity with the specular map.

Anyone knows how to go about it? Would be cool if the solution would work after exporting to sketchfab.