Game Development Reference
In-Depth Information
float nh = saturate(dot (s.Normal, h)); //Make sure that
the return number isn't lower than 0 and greater than 1
float specPower = pow (nh, _Glossiness);
fixed3 specular = _LightColor0.rgb * specPower * _
SpecularColor.rgb;
//Result
fixed4 c;
c.rgb = (ambient + diffuse + specular) * (atten * 2);
c.a = s.Alpha + (_LightColor0.a * _SpecularColor.a *
specPower * atten);
return c;
}
Finally, we go back to Unity and apply the ramp texture to our model. Let's click on the
Heroine.FBX model in the Hierarchy view to bring up its Inspector view. In the Inspector
view, we will go to the material component in the new property Shading Ramp and set
the following:
F Shading Ramp : Drag-and-drop the Ramp.jpg in the Textures folder from the
Project view to this thumbnail
After finishing, we will see the Inspector view, as shown in the following screenshot:
 
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