Shader help?

Hey everyone, my name is Tz and I have no knowledge on how to code shaders, I have a shader that I downloaded but I want to make it “Self Illuminated” but I don’t know how.

Here is the shader.

 Shader "Dif_Nor_Spec"
    {
    	Properties 
    	{
    _Diff_Color("_Diff_Color", Color) = (0.4701493,0.4385721,0.4385721,1)
    _Gloss("_Gloss", Range(0,1) ) = 0
    _Dif("_Dif", 2D) = "gray" {}
    _Nor("_Nor", 2D) = "bump" {}
    _Spec("_Spec", 2D) = "black" {}
    
    	}
    	
    	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 _Diff_Color;
    float _Gloss;
    sampler2D _Dif;
    sampler2D _Nor;
    sampler2D _Spec;
    
    			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_Dif;
    float2 uv_Nor;
    float2 uv_Spec;
    
    			};
    
    			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 Tex2D1=tex2D(_Dif,(IN.uv_Dif.xyxy).xy);
    float4 Multiply0=Tex2D1 * _Diff_Color;
    float4 Tex2D0=tex2D(_Nor,(IN.uv_Nor.xyxy).xy);
    float4 UnpackNormal0=float4(UnpackNormal(Tex2D0).xyz, 1.0);
    float4 Tex2D2=tex2D(_Spec,(IN.uv_Spec.xyxy).xy);
    float4 Master0_2_NoInput = float4(0,0,0,0);
    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.Specular = _Gloss.xxxx;
    o.Gloss = Tex2D2;
    
    				o.Normal = normalize(o.Normal);
    			}
    		ENDCG
    	}
    	Fallback "Diffuse"
    }

So if anybody knows how to add “Self Illumination” to it, please say.
Thanks
Tz

Well to make your object “Self Illuminating”, you need to set the emission of your surface shader. Right now you’re setting the emission to 0.0 (o.Emission = 0.0;)

Either you want a seperate color for your emission, or you use a property you allready use.
The only thing you should change in your shader is change the line

o.Emission = 0.0;

to

o.Emission = _Diff_Color;

That is when you want to use your diffuse color for your emission. If you want to have seperate control over your emission, you should add a color value.

This should cover your question, please mark as answered, and if you’re having trouble adding a seperate color let me know, I’ll help you further if necessary.

Cheers :wink: