I am brand new to writing shaders, so I am mostly copy+pasting from examples at this point. But I successfully implemented a rim lighting shader, and a rim lighting shader that takes into account a bump map. However, I am getting unexpected type-mismatch errors when I try to implement specularity.
Material doesn't have a color property '_SpecColor'
UnityEditor.MaterialEditor:OnSelectedShaderPopup(String, Shader)
Material doesn't have a float or range property '_Shininess'
UnityEditor.MaterialEditor:OnSelectedShaderPopup(String, Shader)
Material doesn't have a color property '_RimColor'
UnityEditor.MaterialEditor:OnSelectedShaderPopup(String, Shader)
Material doesn't have a float or range property '_RimPower'
UnityEditor.MaterialEditor:OnSelectedShaderPopup(String, Shader)
Here is the (incomplete) code.
Shader "Falloff/FalloffSpecular" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf BlinnPhong
sampler2D _MainTex;
float4 _SpecColor;
half _Shininess;
float4 _RimColor;
float _RimPower;
struct Input {
float2 uv_MainTex;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower);
}
ENDCG
}
FallBack "Specular"
}