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2
Question by Irsan · Apr 28, 2011 at 04:20 AM · shaderspecular

The "Specular" shader.

alt text

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:

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