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Question by
hadisajjadi · Jul 21, 2018 at 09:50 PM ·
shadersurface shaderspecular
Surface Shader Specular
hi. I Saw a Tutorial For Creating Specular But when I Type Code My Shader Doesn't Have Any Specular And Just a Diffuse`Shader "Custom/MySh" { Properties { _MainTexture("Texture",2D) = "white"{} _Spectex("Specular",2D) = "white"{} _Shininess("Shine",float) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf BlinnPhong
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTexture;
sampler2D _Spectex;
half4 _MainColor;
half _Shininess;
struct Input {
half2 uv_MainTexture;
half2 uv_Spectex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 DIFF = tex2D(_MainTexture,IN.uv_MainTexture);
fixed4 SPEC = tex2D(_Spectex,IN.uv_Spectex);
o.Albedo = DIFF.rgb;
o.Gloss = DIFF.a * SPEC.rgb;
o.Specular = _Shininess;
}
ENDCG
}
FallBack "Diffuse"
} `
Comment
Sorry For Bad Format You Can Watch Better Looking code
Shader "Custom/$$anonymous$$ySh" {
Properties {
_$$anonymous$$ainTexture("Texture",2D) = "white"{}
_Spectex("Specular",2D) = "white"{}
_Shininess("Shine",float) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRA$$anonymous$$
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf BlinnPhong
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _$$anonymous$$ainTexture;
sampler2D _Spectex;
half4 _$$anonymous$$ainColor;
half _Shininess;
struct Input {
half2 uv_$$anonymous$$ainTexture;
half2 uv_Spectex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 DIFF = tex2D(_$$anonymous$$ainTexture,IN.uv_$$anonymous$$ainTexture);
fixed4 SPEC = tex2D(_Spectex,IN.uv_Spectex);
o.Albedo = DIFF.rgb;
o.Gloss = DIFF.a * SPEC.rgb;
o.Specular = _Shininess;
}
ENDCG
}
FallBack "Diffuse"
}
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