Hey everyone,
I couldn’t find a Bump Specular Alpha shader for mobile, so I started messing around with one. I haven’t tested it on anything complicated like characters or full levels but it works well enough for punching a hole through a plane.

Here is the shader:
// Simplified Bumped Specular shader. Differences from regular Bumped Specular one:
// - No Main Color nor Specular Color
// - Specular lighting directions are approximated per vertex
// - Supports alpha channel
// - Normalmap uses Tiling/Offset of the Base texture
Shader "Mobile/Bump Specular Alpha All Lights" {
Properties {
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="TransparentCutout" }
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
Blend SrcAlpha OneMinusSrcAlpha
LOD 250
CGPROGRAM
#pragma surface surf MobileBlinnPhong exclude_path:prepass halfasview
// Add noforwardadd to use only 1 directional light + vertex lights
inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
{
fixed diff = max (0, dot (s.Normal, lightDir));
fixed nh = max (0, dot (s.Normal, halfDir));
fixed spec = pow (nh, s.Specular*128) * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten*2);
c.a = s.Alpha;
return c;
}
sampler2D _MainTex;
sampler2D _BumpMap;
half _Shininess;
half Alpha;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex=tex2D(_MainTex,(IN.uv_MainTex.xyxy).xy);
o.Albedo = tex.rgb;
o.Gloss = tex.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex));
o.Alpha = tex.a;
}
ENDCG
}
FallBack "Mobile/Bumped Specular"
}
