Hey, I am not really very good at writing shaders and am the only programmer in our team so I don’t really have a lot of time to learn either. I found this shader in the forums and I was wondering how I could use a real Specular map for this shader instead having the script generate a fake one from the diffuse. If someone could help me, it would very much appreciated. Thank you in advance!
Shader "Parallax Specular Occlusion" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_Parallax ("Height", Range (0.005, 0.08)) = 0.02
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D) = "black" {}
_Occlusion ("Occlusion Map", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 600
CGPROGRAM
#pragma surface surf BlinnPhong
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _ParallaxMap;
sampler2D _Occlusion;
fixed4 _Color;
half _Shininess;
float _Parallax;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w;
float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir);
IN.uv_MainTex += offset;
IN.uv_BumpMap += offset;
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed4 Occ = tex2D(_Occlusion, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb * Occ.rgb;
o.Gloss = tex.a;
o.Alpha = tex.a * _Color.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Bumped Specular"
}