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Question by g_mister · Nov 28, 2012 at 06:34 AM · shaderspecular

Specular in shader not working correctly.

I'm having trouble with this shader. I'm following this tutorial on www.creativetd.com to add specular lighting to my project. As far as I know I've followed him to a T but the results aren't correct. The specular seems to be inverted and the coloring is wonky. So now I'm asking for help because I can't find what's wrong, anything provided would be much appreciated.

Here is my code:

 Shader "Learning/Diffuse_Simple"
 {
     
     Properties
     {
         //Color Properties
         _Color("Color", Color) = (1,1,1,1)
         _SpecColor ("Specular Color", Color) = (1,1,1,1)
         
         //Texture Properties
         _MainTex("Main Texture", 2D) = "white" {}
         _BumpMap("Bump Map", 2D) = "bump" {}
         
         //Lighting Properties
         _RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
           _RimPower ("Rim Power", Range(0.1,8.0)) = 3.0
           _Shininess ("Specular Power", Range(-1,2)) = 0.5
     }
     
     SubShader
     {
         Tags {"RenderType" = "Opaque"}
         
         CGPROGRAM
         #pragma surface surf BlinnPhong
         #pragma target 3.0
         
         struct Input
         {
             float4 color : COLOR;
             float2 uv_MainTex;
             float2 uv_BumpMap;
             float3 viewDir;
         };
         
         float4 _Color;
         sampler2D _MainTex;
         sampler2D _BumpMap;
         float4 _RimColor;
           float _RimPower;
           float _Shininess;
         
         void surf (Input IN, inout SurfaceOutput o)
         {
             //Apply Color
             IN.color = _Color;
             
             //Apply Texture Map
             fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
             
             //Apply Normal Map
             float3 bump = UnpackNormal (tex2D(_BumpMap, IN.uv_BumpMap));
             o.Normal = bump.rbg;
             
             //Apply Specular
             o.Specular = _Shininess;
             o.Gloss = tex.a;
             
             //Apply Rim Lighting
             half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
               o.Emission = _RimColor.rgb * pow (rim, _RimPower);
         }
         ENDCG
     }
     Fallback "Diffuse"
 }

This is my result:

alt text

Thanks so much for your time!

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avatar image AlucardJay · Nov 28, 2012 at 06:34 AM 0
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here is another tutorial site : http://unitygems.com/noobshader1/

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