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?