Adding Occlusion and Specular Map to Shader?

Hey, I modified one a Parallax shader from the forum which already included the Occlusion effect, but when I tried adding the specular map I stumbled into a problem: when I add the shader, it shows a purple material. Anybody know what I did wrong?

Here is the code for the shader:

hader "Parallax Specular Occlusion" {

Properties {

    _Color ("Main Color", Color) = (1,1,1,1)
    _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
    _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
    _Parallax ("Height", Range (0.005, 0.08)) = 0.02
    _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
    _SpecMap ("Specular map", 2D) = "black" {}
    _BumpMap ("Normalmap", 2D) = "bump" {}
    _ParallaxMap ("Heightmap (A)", 2D) = "black" {}
    _Occlusion ("Occlusion Map", 2D) = "white" {}


SubShader { 

    Tags { "RenderType"="Opaque" }

    LOD 400


#pragma surface surf BlinnPhong

#pragma target 3.0

sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _SpecularMap;
sampler2D _ParallaxMap;
sampler2D _Occlusion;
fixed4 _Color;
half _Shininess;
float _Parallax;

struct Input {

    float2 uv_MainTex;
    float2 uv_BumpMap;    
    float2 uv_SpecMap;
    float3 viewDir;


void surf (Input IN, inout SurfaceOutput o) {

    half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w;
    float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir);
    IN.uv_MainTex += offset;
    IN.uv_BumpMap += offset;

    fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
    fixed4 Occ = tex2D(_Occlusion, IN.uv_MainTex);   
    fixed4 specTex = tex2D(_SpecMap, IN.uv_SpecMap);

    o.Albedo = tex.rgb * _Color.rgb * Occ.rgb;
    o.Gloss = specTex.r;
    o.Alpha = tex.a * _Color.a;
    o.Specular = _Shininess * specTex.g;
    o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));




FallBack "Specular"

Problem is fixed here, it was quite easy and I’m not sure if it actually is working properly, at least it does not show pink cube: