Diffuse + Bump + Spec + Reflective :: Too many texture interpolators would be used fo

Where is the catch in my shader:

Shader "CustomShaders/Bumped Specular Reflective" {
Properties {
	_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
	_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
	_BumpMap ("Normalmap", 2D) = "bump" {}
	_SpecMap ("Specular map", 2D) = "black" {}
	_ReflMap ("Reflective map", 2D) = "black" {}
	_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
	_Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
}
SubShader { 
	Tags { "RenderType"="Opaque" }
	LOD 250
	
	CGPROGRAM
	#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview novertexlights
	
		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 = 0.0;
			return c;
		}
		
		sampler2D _MainTex;
		sampler2D _BumpMap;
		sampler2D _SpecMap;
		sampler2D _ReflMap;
		samplerCUBE _Cube;
		half _Shininess;
		fixed4 _ReflectColor;
		
		struct Input {
			float2 uv_MainTex;
			float3 worldRefl;
		};
	
		void surf (Input IN, inout SurfaceOutput o) {
		
			fixed4 tex = tex2D (_MainTex, IN.uv_MainTex);
			fixed4 reflTex = tex2D(_ReflMap, IN.uv_MainTex);
			fixed4 specTex = tex2D(_SpecMap, IN.uv_MainTex);
			o.Albedo = tex.rgb * 0.5;
			o.Gloss = specTex.r;
			o.Specular = _Shininess * specTex.g;
			o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex));
			o.Alpha = tex.a;
			
			
			fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
		    reflcol *= reflTex.a;
		    o.Emission = reflcol.rgb; * _ReflectColor.rgb;	
		}
	ENDCG
}

FallBack "Mobile/VertexLit"
}

Too many texture interpolators for your target.

Try adding #pragma target 3.0 or 4.0 and see if that helps :slight_smile:

More info: http://forum.unity3d.com/threads/63374-Shader-error-Too-many-texture-interpolators-would-be-used-for-ForwardBase-pass

You could combine spec and reflective into a single texture by putting Reflection in the R channel and spec in the G channel. You lose some quality but save a bunch of memory.

Thanx to Annihlator , this is working. And thanx to mrmadprofessor, I know this possibility, but 3d artists don’t wanna use this like that :smile: