Specular Color for (Car Paint Shader)

Hi, all !
I 'm working on a car paint shader .
So the problem is that i can’t make specular to change color .
I can’t solve this problem at all, but i think that is very easy to solve .
I really hope that someone can this figure out.
Thanks in advance for the answers :slight_smile:

Here’s a picture on the fly :

Here is the shader :

 Shader "Car Paint Shader" {
    Properties {
	  _Color ("Diffuse Color", Color) = (1,1,1,1)
	  _SpecularColor ("Specular Color", Color) = (1,1,1,1)
	  _ShinPower ("Shininess", Range(0.01,1)) = 0.5
	  _GlossPower ("Gloss", Range(0.01,1)) = 0.5
      _MainTex ("Diffuse", 2D) = "white" {}
      _BumpMap ("NormalMap", 2D) = "bump" {}
	  _SpecularTex ("SpecularMap", 2D) = "gray" {}
      _Cube ("ReflectionMap", CUBE) = "" {}
	  _ReflPower ("Reflection Power", Range(0.01,0.5)) = 0.25

    }
	
    SubShader {
      Tags { "RenderType" = "Opaque" }
      
      Cull Back
      Zwrite On 	
	  
      CGPROGRAM
      #pragma surface surf Car
	  #pragma only_renderers d3d9
      #pragma target 3.0
	  
      inline fixed4 LightingCar (SurfaceOutput s, fixed3 lightDir, fixed3 viewDir, fixed atten) 
      {
          fixed3 h = normalize (lightDir + viewDir);

          fixed NdotL = dot (s.Normal, lightDir);
          fixed diff = NdotL * 0.5 + 0.5;

          float nh = max (0, dot (s.Normal, h));
          float spec = pow (nh, s.Gloss * 256.0) * s.Specular;

          fixed4 c;
          c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten * 2);
          return c;
      }
	  
      struct Input 
	  {
          float2 uv_MainTex;
          float2 uv_BumpMap;
          float3 worldRefl;
          INTERNAL_DATA
      };
	  
      sampler2D _MainTex, _BumpMap, _SpecularTex;
      samplerCUBE _Cube;
	  fixed4 _Color;
	  fixed4 _SpecularColor;
	  float _ReflPower;
	  float _ShinPower;
	  float _GlossPower;
	  
      void surf (Input IN, inout SurfaceOutput o) {
          o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
          o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
		  float3 specGloss = tex2D(_SpecularTex, IN.uv_MainTex);
          o.Specular = specGloss.r * _ShinPower;
          o.Gloss = specGloss.g * _GlossPower;
          o.Emission = texCUBE (_Cube, WorldReflectionVector (IN, o.Normal)).rgb * _ReflPower;
      }
      ENDCG
    } 
    Fallback "Reflective/BumpedSpecular"
}

bump :slight_smile:

If you are actually interested in solving the problem, you could go to the documentation and learn how to make the specular color variable change the color, instead of bumping after only 3 hours.

If you want someone to quickly do the work for you, you should head over to the Commercial Forum, and hire someone.