#Coding Shaders (Please Help)
1 messages · Page 1 of 1 (latest)
It will be easier for others if you post the shader code for example on https://paste.myst.rs/, so others don't need to download your file
hmmhh, odd variable naming, looks a bit like an amplify generated shader maybe
found a minimal example for the lightmap logic here
https://gist.github.com/jimfleming/5937437
there are also some more light interactions mentioned here
https://docs.unity3d.com/560/Documentation/Manual/SL-VertexFragmentShaderExamples.html
and this seems to be the same page for a newer documentation, but i doubt much has changed
https://docs.unity3d.com/Manual/SL-VertexFragmentShaderExamples.html
some more resources
https://catlikecoding.com/unity/tutorials/rendering/part-16/
alternatively to my previous suggestions, you could use the mobile unlit shader as base, and adjust it to support specular or what you need
you can download the builtin shaders from the download archive, if you select your unity version, in the dropdown menu (for Win) then
https://unity.com/releases/editor/archive
also, not sure if I see a lightmap issue, you may need that ofc, but seems like you also need to integrate fog, the fragment examples above probably have something for it too
oh then it's hard yeah
but if you find the mobile lit source shader, you can copy it, change the name of the shader in the file at the top
and then look through it, you might find a way to integrate your specular code there
and if you ever want to learn though
there are pinned resources in #old_shaders