Forcing the Standard Shader to use 0 specular

Hi there. I’m trying to make a threadbare carpet material so I don’t want any specular reflection.
This page…

…says ‘the alpha channel of the main texture acts as a Specular Map’. I have tried, in Photoshop, to add an alpha channel which is just black (0 specular), but the image does not save with that alpha channel included!

How do I save an image with an alpha channel set to black?

I have tried using both the metallic and specular versions of the standard shader, but even when I set the specular to colour to black, or added a black texture to the specular texture, I’m still getting specular reflections off my carpet!

What’s the deal? How do I save an image with a black alpha channel?

Any help, much appreciated!

Hi Moose,

Here I have an custom shader class for you, to create one, go in editor->Assets-> right mouse → create → shader → sub shader (first)

name your shader what you’ll want

and open it with Visual studio or Monodevelop

replace all code within the standard shader with:

//name "customShader" whatever you like to name it

Shader "Custom/customShader" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Main textyre", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
		_Transparency ("Transparency", Range(0.0,1.0)) = 1
	SubShader {
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
		ZWrite Off
		Blend SrcAlpha OneMinusSrcAlpha
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard alpha

		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;
		half _Transparency;

		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 alpha = fixed4(1, 1, 1, _Transparency);
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * alpha * _Color;
			o.Albedo = c.rgb;
			o.Alpha =  alpha.a;
			// Metallic and smoothness come from slider variables
			o.Smoothness = _Glossiness;
			o.Metallic = _Metallic;
	FallBack "Diffuse"

In this case to use this shader, create new material add to shader → Custom → customShader
Playaround with the smoothness and metallic (smooth and metallic 0 is no specular)

Hope this worked a bit