Ambient doesn't add ambient

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"
}

It looks like you’re not applying the ambient colour in the base pass. If you’re only using pixel lights, you need to make sure that ambient goes into the base pass, because the vertex pass won’t ever be executed.

alright, I figured that much, how do you do that ?
I tried putting the Ambient (1,1,1) line pretty much everywhere that doesn’t return a syntax error)

check the builtin shaders for the PPLAmbient lines :slight_smile: