Iphone Shaders : Diffuse + Reflection + SelfIllum

Hi everyone, tks for your time.

Im working in a Iphone project with Unity, and I´ll need a shader that have.

Diffuse + Reflection (im trying a simple 2d and not a cubemap) + SelfIllum. I want to use the Diffuse Alpha to modulate the reflection and i want to use a RGB color to control the selfIllum (so i can in real time, make it turn on and off smooth).

The problem is im pretty much a noob with shaders (or coding) , and what I did was to change the default Mobile/Legacy/Lightmap/Reflective to fit my porpouses… and that works in windows… but already inside the Mac preview it dosen´t.

What I´m missing, and what from that can be optimized… and what would be a good fallback for lower then 3gs devices (SelfIllum is a must)

Thanks alot.

Shader "MyShader/SelfIllum Reflective"
{
	Properties
	{
		_Color ("Main Color", Color) = (1,1,1,1)
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_IllumColor ("Illum Color", Color) = (1,1,1,1)
		_Illum ("Illumin (A)", 2D) = "white" {}
		_Reflect ("Reflection", 2D) = "black" { TexGen SphereMap }
	}

	SubShader
	{
CGPROGRAM
#pragma surface surf Lambert

sampler2D _MainTex;
sampler2D _Illum;
float4 _Color;
float4 _IllumColor;

struct Input {
	float2 uv_MainTex;
	float2 uv_Illum;
};

void surf (Input IN, inout SurfaceOutput o) {
	half4 tex = tex2D(_MainTex, IN.uv_MainTex);
	half4 c = tex * _Color;
	o.Albedo = c.rgb;
	o.Emission = c.rgb * (tex2D(_Illum, IN.uv_Illum).a * _IllumColor);
	o.Alpha = c.a;
}
ENDCG

		Pass
		{
			Name "BASE"	
				
			Material{
				Diffuse [_Color]
			}
			Lighting On
			Fog { Mode Off }


			SetTexture [_MainTex] {
				combine texture * previous
			}
		}
		
		// Use this pass, if you want to fetch alpha from main texture instead
		Pass
		{
			Name "REFLECT"
			ZWrite Off
			Blend SrcAlpha OneMinusSrcAlpha
			
			BindChannels {
				Bind "Vertex", vertex
				Bind "normal", normal
				Bind "texcoord", texcoord0 // main uses 1st uv
			}
						
			SetTexture [_MainTex] {
				combine texture
			}
			SetTexture [_Reflect] {
				combine texture, previous
			}
		}
		
	}
}

where is “big” JESSY? he is doing always like he could answer such solutions! but somehow he never appears on deeper issues. :wink:

i am sorry my friend, i do also need exactly the same shader working on iOS. :frowning:
good luck!