in the vertex lighting bmp specular, I add Ambient but the ambient component doesn’t get added to the object… how should I do it ?
Shader "Baked Vertex Lighting/Bumped Specular" {
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
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Bump (RGB)", 2D) = "bump" {}
}
SubShader {
// Use standard pixel-lighting blending: first pass is opaque, further passes additive
Blend AppSrcAdd AppDstAdd
// This pass is always drawn.
// It draws base texture multipled by per-vertex colors, multiplied by material's color
Pass {
Tags {"LightMode" = "Always"} // always draw this pass
Lighting Off
BindChannels {
Bind "Vertex", vertex
Bind "TexCoord", texcoord
Bind "Color", color
}
SetTexture [_MainTex] {
combine primary * texture // multiply vertex color by texture
}
SetTexture [_MainTex] {
constantColor [_Color]
combine previous * constant // ...and multiply by material's color
}
}
// This pass is drawn when there are vertex-lit lights. This is just standard
// lighting*texture*2 pass, that adds onto baked lighting pass
Pass {
Tags {"LightMode" = "Vertex"} // draw this pass when there are vertex-lit lights
// setup vertex lighting
Material {
Diffuse [_Color]
Ambient (1,1,1)
Shininess [_Shininess]
Specular [_SpecColor]
}
Lighting On
SeperateSpecular On
ColorMask RGB
SetTexture [_MainTex] { combine texture * primary DOUBLE }
}
// "Paste" all passes named "PPL" from Bumped Specular shader.
// They happen to be the ones that implement per-pixel lighting.
UsePass "Bumped Specular/PPL"
}
Fallback "VertexLit"
}