Game Development Reference
In-Depth Information
o.Specular = _Shininess;
o.Gloss = c.a;
o.Normal = UnpackNormal (tex2D (_BumpMap,
IN.uv_BumpMap));
}
ENDCG
}
Basically, we just added three properties for Ambient as well as Specular color and shini-
ness. Then, in the surf() function, we changed half4 to fixed4 to increase the per-
formance by reducing the precision of our texture. We also multiplied c.rgb with _Am-
bientColor.rgb and c.a with _AmbientColor.a . This will add the color value
from the _AmbientColor properties with our main texture. Then, we passed _Shini-
ness to o.Specular and c.a to o.Gloss to control the amount of gloss on our
model.
If we open the diffuse texture in Photoshop and go to the alpha channel, we will see the
black and white color area, which is used to specify the amount of glossiness on our char-
acter. As we can see in the following screenshot, the armor path is white and the character
skin is almost black:
Search WWH ::




Custom Search