Tested versions
Reproducible in 4.3.rc1
System information
Godot v4.3.rc1 - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.6070) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)
Issue description

Setting the render mode specular_disabled does eliminate specular contribution from lights, but not reflected light. The SPECULAR output is non-zero in this case. If this is intended, the namings are very confusing and should be either changed or documented better.
Steps to reproduce
Open attached project, and look at the two balls side-by-side. Note that one is blacker than the other.
ball1 has the black shader, and ball2 has the true_black shader. Both shaders have the render mode specular_disabled, but only true_black explicitly sets SPECULAR output to zero. ball still receives reflected light from the WorldEnvironment in the scene.
Minimal reproduction project (MRP)
bug-report.zip
Tested versions
Reproducible in 4.3.rc1
System information
Godot v4.3.rc1 - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.6070) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)
Issue description
Setting the render mode
specular_disableddoes eliminate specular contribution from lights, but not reflected light. TheSPECULARoutput is non-zero in this case. If this is intended, the namings are very confusing and should be either changed or documented better.Steps to reproduce
Open attached project, and look at the two balls side-by-side. Note that one is blacker than the other.
ball1has theblackshader, andball2has thetrue_blackshader. Both shaders have the render modespecular_disabled, but onlytrue_blackexplicitly setsSPECULARoutput to zero.ballstill receives reflected light from theWorldEnvironmentin the scene.Minimal reproduction project (MRP)
bug-report.zip