Specular(rgb) map and emissive(rgb) map on my shader (620796)

Hi everybody,
I’m trying to add a specular map on my modified ToonShader based on rgb,
so if I put a rainbow map on specular my mesh will shine multicolored !

Here my script (specular doesnt working …)

Properties {
        _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _BumpMap ("Normalmap", 2D) = "bump" {}
        _SpecMap ("Spec map (RGB)", 2D) = "black" {}
        _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
        _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
        _CutOff("Cut off", float) = 0.0
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
      
        Cull Off
      
CGPROGRAM
#pragma surface surf ToonRamp
sampler2D _Ramp;
// custom lighting function that uses a texture ramp based
// on angle between light direction and normal
#pragma lighting ToonRamp exclude_path:prepass
inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
{
    #ifndef USING_DIRECTIONAL_LIGHT
    lightDir = normalize(lightDir);
    #endif
  
    half d = dot (s.Normal, lightDir)*0.5 + 0.5;
    half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
  
    half4 c;
    c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
    c.a = 0;
    return c;
}
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _SpecMap;
float4 _Color;
half _Shininess;
float _CutOff;
struct Input {
    float2 uv_MainTex : TEXCOORD0;
};
void surf (Input IN, inout SurfaceOutput o) {
    half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
    half4 s = tex2D(_SpecMap, IN.uv_MainTex);
    if(c.a < _CutOff) discard;
    o.Albedo = c.rgb;
    o.Specular = s.rgb * _Shininess;
    o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
    o.Alpha = c.a;
}
ENDCG
    }
    Fallback "Diffuse"
}

Then after that, I would be able to put an emissive map too !

Anyone can help ?
Thx in advance !!

Because your custom light function doesn’t use specular. Usually Unity’s lighting functions handle the specular color and emission color, but since you’re using a custom one you have to implement that yourself.

In the case of emission, that’s easy. Just add your emission map, set it to o.Emissive, then c.rgb += s.Emissive; in the light function.

Specular is a little harder since you actually have to decide how you want that to work for your toon shader. In a normal blinn-phong you would be using pow() on a half angle dot product to create the specular highlight and multiplying that by your specular color, but I have no idea what look you want.

Ok … So for emissive I think I can do it, but for specular, I don’t did the toon part and I’m a big beginner in shaders …
Can you give me an exemple to set the specMap ?