Unity 5 custom PBS

Hey,
Anyone tried to make a custom PBS in unity5 ? so far I got the GI and specular working fine, but I still miss how to get the reflection. My feeling is that I need to put something in the emission channel but I can’t find what.

Here’s what I got so far:

Shader "CustomPBS" {
    Properties {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _Bump ("Normal Map",2D) = "bump" {}
        _Shininess("Shininess",Range(0.0,1)) = 0.5
        _SpecTex ("Specular",2D) = "white" {}
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200
       
        CGPROGRAM
        #pragma surface surf Standard
        #include "UnityPBSLighting.cginc"
       
        sampler2D _MainTex;
        sampler2D _Bump;
        sampler2D _SpecTex;
        float _Shininess;

        struct Input {
            float2 uv_MainTex;
        };
      
        void surf (Input IN, inout SurfaceOutputStandard o) {

            fixed4 tex  = tex2D (_MainTex, IN.uv_MainTex);
            fixed3 bump = UnpackNormal(tex2D(_Bump,IN.uv_MainTex));
            fixed4 spec = tex2D (_SpecTex, IN.uv_MainTex);
           
           
            o.Albedo = tex.rgb;
            o.Specular = spec.rgb;
            o.Smoothness = spec.a * _Shininess;
            o.Normal = bump;
            //o.Emission =????????;
            o.Alpha = tex.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

Also I try to override UnityPBSLighting.cginc with my own, but putting it in a resources folder doesn’t seem to do the trick.

So who tried to play with that yet?

Take a look at this thread, I think that’s what you’re missing.

That’s what I was looking for! thanks!