Per- mateial specular boost for workbench shader
When working on complex high poly objects and designs there's seldom need for pbr complexity(ie eevee) when setting up material definitions.
-Currently there is no way to modify the specular intensity of the workbench shader on a per material basis (iirc it was removed a good few versions ago).
-Adjusting roughness will spread the highlight in a way that ruins the visual of the color underneath.
Having an individual boost control to the phong term in the workbench shader would solve these issues.
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