Help needed (450479)

Hi, I’m guessing this is going to be the wrong section because this is a shader question, but i did post this in the shaderlab section already and noone has answered it. And because it seems like more people look through this section, im gonna ask it here. So here is the question: I have made a specular shader and i want to add reflections to it. I already have the cubemap properties and fresnel and such set up but i cant get it to display the cubemap. Please help :slight_smile: ?

Shader "R"
{
	Properties 
	{
_Color("_Color", Color) = (1,1,1,1)
_Diffuse("_Diffuse", 2D) = "white" {}
_BumpMap("_BumpMap", 2D) = "bump" {}
_CubeMap("_CubeMap", Cube) = "black" {}
_Gloss("_Gloss", Range(0.01,1) ) = 1
_SpecularIntestity("_SpecularIntestity", Range(0.01,2) ) = 2
_ReflectionColor("_ReflectionColor", Color) = (1,1,1,1)
_ReflectionStrength("_ReflectionStrength", Range(0,3) ) = 1.4
_FresnelStrength("_FresnelStrength", Range(0,3) ) = 1.7

	}
	
	SubShader 
	{
		Tags
		{
"Queue"="Geometry"
"IgnoreProjector"="False"
"RenderType"="Opaque"

		}

		
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
Fog{
}


		CGPROGRAM
#pragma surface surf BlinnPhongEditor  vertex:vert
#pragma target 2.0


float4 _Color;
sampler2D _Diffuse;
sampler2D _BumpMap;
samplerCUBE _CubeMap;
float _Gloss;
float _SpecularIntestity;
float4 _ReflectionColor;
float _ReflectionStrength;
float _FresnelStrength;

			struct EditorSurfaceOutput {
				half3 Albedo;
				half3 Normal;
				half3 Emission;
				half3 Gloss;
				half Specular;
				half Alpha;
				half4 Custom;
			};
			
			inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
			{
half3 spec = light.a * s.Gloss;
half4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.a = s.Alpha;
return c;

			}

			inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
			{
				half3 h = normalize (lightDir + viewDir);
				
				half diff = max (0, dot ( lightDir, s.Normal ));
				
				float nh = max (0, dot (s.Normal, h));
				float spec = pow (nh, s.Specular*128.0);
				
				half4 res;
				res.rgb = _LightColor0.rgb * diff;
				res.w = spec * Luminance (_LightColor0.rgb);
				res *= atten * 2.0;

				return LightingBlinnPhongEditor_PrePass( s, res );
			}
			
			struct Input {
				float2 uv_Diffuse;
float2 uv_BumpMap;
float3 viewDir;

			};

			void vert (inout appdata_full v, out Input o) {
float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);


			}
			

			void surf (Input IN, inout EditorSurfaceOutput o) {
				o.Normal = float3(0.0,0.0,1.0);
				o.Alpha = 1.0;
				o.Albedo = 0.0;
				o.Emission = 0.0;
				o.Gloss = 0.0;
				o.Specular = 0.0;
				o.Custom = 0.0;
				
float4 Tex2D0=tex2D(_Diffuse,(IN.uv_Diffuse.xyxy).xy);
float4 Multiply0=Tex2D0 * _Color;
float4 Tex2D1=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal0=float4(UnpackNormal(Tex2D1).xyz, 1.0);
float4 Tex2DNormal0=float4(UnpackNormal( tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy)).xyz, 1.0 );
float4 TexCUBE0=texCUBE(_CubeMap,Tex2DNormal0);
float4 Tex2D2=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal1=float4(UnpackNormal(Tex2D2).xyz, 1.0);
float4 Fresnel0=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( UnpackNormal1.xyz ) )).xxxx;
float4 Pow0=pow(Fresnel0,_FresnelStrength.xxxx);
float4 Multiply1=TexCUBE0 * Pow0;
float4 Multiply2=Multiply1 * _ReflectionStrength.xxxx;
float4 Multiply3=Multiply2 * _ReflectionColor;
float4 Master0_5_NoInput = float4(1,1,1,1);
float4 Master0_7_NoInput = float4(0,0,0,0);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Albedo = Multiply0;
o.Normal = UnpackNormal0;
o.Emission = Multiply3;
o.Specular = _Gloss.xxxx;
o.Gloss = _SpecularIntestity.xxxx;

				o.Normal = normalize(o.Normal);
			}
		ENDCG
	}
	Fallback "Diffuse"
}

PS: I’m not too sure if this makes a difference, but this was made in strumpy shader editor.

BUMP

Bump