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Question by michaelvoigt · Dec 13, 2010 at 06:14 AM · customcustom-shader

bumpcolorspec not working in unity3?

http://www.unifycommunity.com/wiki/index.php?title=BumpColorSpec

Has anyone gotten this shader to work? It seems to ignore the specular channel completely.

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Answer by skovacs1 · Dec 13, 2010 at 05:46 PM

That is an old-style shader. When Unity upgraded it, it commented out the relevant parts, telling you to implement it as a surface shader. Check the comments on the shader which clearly state "#warning Upgrade NOTE: SubShader commented out; uses Unity 2.x per-pixel lighting. You should rewrite shader into a Surface Shader."

Unfortunately, because surface shaders don't give you the control to pass uv coordinates or specular color as a SurfaceOutput parameter, that becomes a lot harder than it sounds.

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avatar image michaelvoigt · Dec 13, 2010 at 05:49 PM 0
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Thank you, I figured something along this line. I hope an experienced shader programmer can take a look at this soon. It will be difficult to hack this together with limited shader experience.

Thank you for the clarification.

avatar image michaelvoigt · Dec 13, 2010 at 05:56 PM 0
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Would using a surface shader work well with iOS devices? OpenGL ES 2.0? Would this shader perform well enough on these devices?

In other words, if re-written is this shader viable for iOS?

avatar image skovacs1 · Dec 13, 2010 at 06:12 PM 0
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Surface shaders compile into all of the passes needed for your various platforms unless specified not to. They should work no worse than before as they should compile out the same in the end or better than they used to.

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Answer by michaelvoigt · Dec 14, 2010 at 04:02 AM

I found it, this shader does the trick, I hacked together a faster version that performs quite well.:

http://forum.unity3d.com/threads/56035-Unity-3-Support-for-specular-textures

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