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# init(scale:texture:)

Creates an object from a single value, a UV-mapped texture, or both.

```
init(scale: Float = 1.0, texture: CustomMaterial.Texture? = nil)
```

## Parameters

`scale`

A value from `0.0` to `1.0` to use as the specular value
for the material.

`texture`

An optional UV-mapped image texture.

## Discussion

RealityKit automatically draws *specular highlights* for physically
based materials using the values of various properties, primarily
[`roughness`](/documentation/RealityKit/PhysicallyBasedMaterial/roughness-swift.property) and
[`metallic`](/documentation/RealityKit/PhysicallyBasedMaterial/metallic-swift.property). Specular
highlights are bright spots of reflected light that appear on shiny
objects.

![An illustration showing a sphere and a cube with rounded corners.](images/com.apple.RealityKit/CustomMaterial-Specular-swift-struct-init(scale:texture:)-1@2x.png)

While many real-world objects can be accurately and realistically
simulated with just the core physically based rendering (PBR)
properties, you can create additional realistic effects by
augmenting the specular highlights.

The specular [`scale`](/documentation/RealityKit/CustomMaterial/Specular-swift.struct/scale) and
[`texture`](/documentation/RealityKit/CustomMaterial/Specular-swift.struct/texture) values are
available to the material’s surface shader, but RealityKit doesn’t
render additional specular highlights unless the surface shader
function calls `params.surface().set_specular()`.

The following Metal code demonstrates using the specular `scale` and
`texture` values in a surface shader function to calculate specular
highlights, emulating the specular behavior of
[`PhysicallyBasedMaterial`](/documentation/RealityKit/PhysicallyBasedMaterial):

```other
    // Retrieve the opacity scale from the CustomMaterial.
    float specularScale = params.material_constants().specular_scale();

    // Retrieve the entity's texture coordinates.
    float2 uv = params.geometry().uv0();

    // Entities loaded from a USDZ or .reality file use texture coordinates
    // with a flipped y-axis. This compensates for that.
    uv.y = 1.0 - uv.y;

    // Sample the specular texture.
    auto tex = params.textures();
    half specular = tex.specular().sample(textureSampler, uv).r;

    // Multiply the tint and the sampled value from the texture and assign
    // the result.
    specular *= specularScale;
    params.surface().set_specular(specular);
```

---

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