I have this transparent bumped specular reflective shader that worked fine, but as soon as I upgraded to Unity 3, the reflective cubemap part doesn’t work. After I set the cubemap for it to use, It does not show up on the object. How should I fix this? There aren’t any errors or warnings showing up, so I have no idea what it could be…
I also noticed that the cubemap element of this shader doesn’t seem to work in Unity 3. I am curious to know why as well. Do you think there’s a way to implement this shader in Strumpy Shader Editor?
Thanks for the answers! So were should I move it exactly? I tried several places below the Pass {}, but then it did one of two things: it either didn’t work, or it returned an error. Where should I put UsePass “Reflective/Bumped Unlit/BASE” ?
I’m still confused about what I’m supposed to be doing here…I tried copying one of the passes (I think I’m doing it right) but the shader still doesnt give me the reflection…
Can anyone here help? I tried removing one of the passes, then it let me see the reflective part, but not the transparent or specular effects.then I tried moving it to a different spot, which didnt do anything. I tried copying some of the passes and it didnt help. What should I modify here?
I’m surprised this shader worked in Unity 2 to begin with. It overwrites its own passes, and refers to passes from shaders that didn’t exist by default. It’s no surprise that it doesn’t work in Unity 3.
Here is a modification of the built-in Reflective/Bumped Specular shader that supports transparency. Changes are in blue. It really is this simple with surface shaders.
HI there, I copied and pasted this code into an empty file exactly and saved it as a shader, but I’m getting an error:
But all that’s there is a needed closing curly brace, that closes SubShader, line 51.
Can someone show me what the problem is? EDIT
Ignore that, i had missed a curly brace.