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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"

} `

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avatar image hadisajjadi · Jul 21, 2018 at 09:52 PM 0
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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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