//Courtesy of http://answers.unity3d.com/questions/306921/add-specular-map-to-shader.html Shader "RoadArchitect/DX11/Road Shoulder Shader" { Properties { _Color ("Main Color", Color) = (1,1,1,1) //_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) //_Shininess ("Shininess", Range (0, 1)) = 0.078125 _MainTex ("Base (RGB) N/A (A)", 2D) = "white" {} //_BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } //Tags { "Queue" = "Geometry+10" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong sampler2D _MainTex; //sampler2D _BumpMap; fixed4 _Color; //half _Shininess; struct Input { float2 uv_MainTex; //float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; //o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; //o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Diffuse" }