>>2881707Set the specular and occlusion values of the material and SPECULAR_MAP_FROM to zero. It will still be affected by bloom and other color mixing post-effects, and, if your model is not pitch black, some color or texture contrasts will be visible if viewed through a glass, but you can get rid of that by also zeroing ALBEDO_MAP_FROM and the albedo value. (Based on the default material_2.0.fx.)