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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).
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"
}