Specular not see map with SurfaceOutputStandardSpecular light mode. _Smoothness value change reflect of all model, ignore specular map.
Shader "Custom/Dissolve Specular" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Specular("Specular", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "white" {}
_Smoothness("Smoothness", Range(0,1)) = 0.5
}
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf StandardSpecular
sampler2D _MainTex;
sampler2D _Specular;
sampler2D _BumpMap;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_SpecMap;
};
half _Smoothness;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandardSpecular o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb * _Color.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Specular = tex2D(_Specular, IN.uv_SpecMap);
o.Smoothness = _Smoothness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}