I noticed that specular highlights on Materials (Standard, Phong etc.) are exaggerated and don’t match the actual lights’ color. When a PointLight is only marginally gray (almost black), the specular on the mesh is still bright white.
I would like to achieve a specular highlight, that is not so bright and exaggerated. Maybe there is another way, maybe a simple ShaderMaterial that you could point at. I really need to tone that specular down without making the material more rough.