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 !!