- Home /
The "Specular" shader.
Left: Bumped specular built-in shader
Right: Specular built-in shader
What I don't understand is why the right one has a "less-detailed" specular highlight. It almost looks vertex-lit. This is being a problem, because I'm using a shader that's using the type of specular highlight on the right. I want it to look like the one on the left. Can I just integrate bumpmaps in to the shader? How would I do that? Asdf.
The shader I'm using:
Shader "Example/RimWorldRefl" { Properties {
_MainTex ("Texture", 2D) = "white" {}
_Cube ("Cubemap", CUBE) = "" {}
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
_Color ("Main Color", Color) = (1,0.5,0.5,1)
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf SimpleSpecular
half4 LightingSimpleSpecular (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot (s.Normal, lightDir));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, 250.0);
half4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten * 2);
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MainTex;
float3 worldRefl;
float3 viewDir;
};
sampler2D _MainTex;
samplerCUBE _Cube;
float4 _Color;
float _RimPower;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * 1;
half rim = 1 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = texCUBE (_Cube, IN.worldRefl).rgb * pow(rim,_RimPower) * _Color.rgb;
}
ENDCG
}
Fallback "Specular"
}
Help, please. D:
Comment
Your answer
Follow this Question
Related Questions
Coloured specularity mapping? 1 Answer
Specular Shader On Lightmapped Objects [iOS] 1 Answer
Bump Specular with Hue Shift 0 Answers
Cartoon specular, regular diffuse, fresnel reflective? 1 Answer
Spec only Shader, Again. 1 Answer