Anisotropic highlight shader question

Hey guys,

I’ve been looking into anisotropic higlights and I found this one by Farfarer (James O’Hare). I read a bunch on the subject and decided to try and make one adapted to my needs using Shader Forge. However, I can’t seem to get the same highlights. Here are a few screenshots :

As you can see, it’s pretty colse.

If I return the half angle vector only, it’s completely different.

However, if I comment out line 63 of the original shader

o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));

I get the same result.

And here is the shader graph for anyone who is interested

Anyone have any cues or ideas? Thanks for all the input !

can u show me how did u write code of radians? because I can not see formthe picture of your shader graph!thank u!