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Question by krides · Jun 11, 2012 at 10:10 AM · shaderiphonevertexshaderlabspecular

Implementing specular in a shader on iOS

Hello. I need your help implementing specular lighting model on iOS. I am using a vertex color shader with alpha. Basically, it has specular params in it, but when I set everything up, specular lighting only shows up in the Editor and not on the divice. iOS is ignoring it for some reason.

Here is the code that I am using:

 Shader "Alpha/VertexLit Colored" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _SpecColor ("Spec Color", Color) = (1,1,1,0)
     _Emission ("Emmisive Color", Color) = (0,0,0,0)
     _Shininess ("Shininess", Range (0.01, 1)) = 0.7
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
 }
 
 SubShader {
     Alphatest Greater 0
     Blend SrcAlpha OneMinusSrcAlpha 
     ColorMask RGB
     Pass {
         Material {
             Shininess [_Shininess]
             Specular [_SpecColor]
             Emission [_Emission]    
         }
         ColorMaterial AmbientAndDiffuse
         Lighting On
         SetTexture [_MainTex] {
             Combine texture * primary, texture * primary
         }
         SetTexture [_MainTex] {
             constantColor [_Color]
             Combine primary * constant DOUBLE, primary * constant
         } 
     }
 }
 
 Fallback "Specular", 1
 }

Another thing, I know nothing about CG, so when I found what seems to be a solution to this (or similar) problem, I didn't know what to do with it.

The current version of the shader doesn't work as specular at all. I also managed to get it to show as too much specular on the device (again, looked perfect in Editor).

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Answer by krides · Jun 14, 2012 at 09:55 PM

Just in case somebody else needs the same shaders, here are its transparent and opaque variations:

 Shader "VertexColor Transparent Specular" {
 Properties {
     _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
     _SpecularColor("_SpecularColor", Color) = (1,1,1,0)
     _MainTex ("Base (RGBA)", 2D) = "white" {}
     _GlossColor ("_GlossColor", Color) = (1,1,1,0)
 }
 SubShader { 
     Tags { "Queue"="Transparent" }
     ZWrite On
     Alphatest Greater 0
     Blend SrcAlpha OneMinusSrcAlpha
     ColorMask RGB
     LOD 250
     
 CGPROGRAM
 #pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd alpha
 half4 _GlossColor;
 half4 _SpecularColor;
 
 inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
 {
     fixed diff = max (0, dot (s.Normal, lightDir));
     fixed nh = max (0, dot (s.Normal, halfDir));
     fixed spec = pow (nh, s.Specular*128) * _GlossColor;
     
     fixed4 c;
     c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec * _SpecularColor.rgb) * (atten*2);
     c.a = 0.0;
     return c;
 }
 
 sampler2D _MainTex;
 half _Shininess;
 
 struct Input {
     float2 uv_MainTex;
     float4 color : COLOR;
 };
 
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
     o.Albedo = tex.rgb * IN.color.rgb;
     o.Alpha = IN.color.a;
     o.Specular = _Shininess;
 }
 ENDCG
 }
 
 FallBack "Mobile/VertexLit"
 }

Opaque:

 Shader "VertexColor Opaque Specular" {
     Properties {
         _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
         _SpecularColor("_SpecularColor", Color) = (1,1,1,0)
         _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
         _GlossColor ("_GlossColor", Color) = (1,1,1,0)
     }
     SubShader {
         Tags { "Queue"="Geometry" }
         ZWrite On
         ColorMask RGB
         LOD 250
      
     CGPROGRAM
     #pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd
     half4 _GlossColor;
     half4 _SpecularColor;
      
     inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
     {
         fixed diff = max (0, dot (s.Normal, lightDir));
         fixed nh = max (0, dot (s.Normal, halfDir));
         fixed spec = pow (nh, s.Specular*128) * _GlossColor;
      
         fixed4 c;
         c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec * _SpecularColor.rgb) * (atten*2);
             c.a = 1;
         return c;
     }
      
     sampler2D _MainTex;
     half _Shininess;
      
     struct Input {
         float2 uv_MainTex;
         float4 color : COLOR;
     };
      
     void surf (Input IN, inout SurfaceOutput o) {
         fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
         o.Albedo = tex.rgb * IN.color.rgb;
         o.Specular = _Shininess;
     }
     ENDCG
     }
      
     FallBack "Mobile/VertexLit"
     }
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