Hey Everyone,
I’m getting the error “Too many texture interpolators would be used for ForwardBase pass at line 14”.
I do not know much about shader coding, so I’m having trouble figuring out what I’ve done wrong.
Any help would be very appreciated.
Shader "WMS/Reflection" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_SpecMap ("Specular (R) Polish (G)", 2D) = "black" {}
_Cube ("Cubemap", CUBE) = "" {}
}
SubShader {
Tags { "RenderType" = "Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf BlinnPhong
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _SpecMap;
samplerCUBE _Cube;
fixed4 _Color;
half _Shininess;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_SpecMap;
float3 worldRefl;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed4 specTex = tex2D(_SpecMap, IN.uv_SpecMap);
o.Albedo = tex.rgb * _Color.rgb;
o.Gloss = specTex.r;
o.Specular = specTex.g;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Emission = texCUBE (_Cube, WorldReflectionVector (IN, o.Normal)).rgb;
}
ENDCG
}
Fallback "Specular"
}