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Question by Emilyanis · Feb 03, 2015 at 12:36 AM · shadershadersreflectionreflections

Self-Illum Fresnel Reflective Bumped Specular issue

Hi! I trying to make Self-Illum Fresnel Reflective Bumped Specular shader, but I have little problem, Unity dont want to work with my fresnel variable, I changing values in editor but nothing changes.

 Shader "PC/Tank" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
     _ReflectPower ("Reflect Power", Range (1, 2)) = 1
     _FPOW("FPOW", Float) = 5.0
     _R0("R0", Float) = 0.05
     _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
     _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
     _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
     _Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
     _Illum ("Illumin (A)", 2D) = "white" {}
     _BumpMap ("Normalmap", 2D) = "bump" {}
     _EmissionLM ("Emission (Lightmapper)", Float) = 0
 }
 SubShader {
     Tags { "RenderType"="Opaque" }
     LOD 400
 CGPROGRAM
 #pragma surface surf BlinnPhong
 #pragma target 3.0
 
 sampler2D _MainTex;
 samplerCUBE _Cube;
 sampler2D _BumpMap;
 sampler2D _Illum;
 fixed4 _Color;
 fixed4 _ReflectColor;
 half _Shininess;
 half _ReflectPower;
 float _FPOW;
 float _R0;
 
 struct Input {    
     float2 uv_MainTex;
     float2 uv_Illum;
     float2 uv_BumpMap;
     float3 worldRefl;
     float3 viewDir;
     INTERNAL_DATA
 };
 
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
     fixed4 c = tex * _Color;
     o.Albedo = c.rgb;
     float3 worldRefl = WorldReflectionVector (IN, o.Normal);
     fixed4 reflcol = texCUBE (_Cube, worldRefl);
     reflcol *= tex.a;
 
     half fresnel = saturate(1.0 - dot(o.Normal, normalize(IN.viewDir)));
     fresnel = pow(fresnel, _FPOW);
     fresnel = _R0 + (1.0 - _R0) * fresnel;
     reflcol = lerp(c, reflcol, fresnel);
     
     o.Emission = (c.rgb * tex2D(_Illum, IN.uv_Illum).a) + (reflcol.rgb * _ReflectColor.rgb * _ReflectPower);
     o.Gloss = tex.a;
     o.Alpha = reflcol.rgb * _ReflectColor.rgb;
     
     o.Specular = _Shininess;
     o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 }
 ENDCG
 }
 FallBack "Self-Illumin/Specular"
 }
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