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Question by FairGamesProductions · Feb 01, 2015 at 01:24 AM · shader programmingshader writingillumination

How to add Illumination maps?

Hello.

I have a shader that I want to modify by adding support for an Illumination map for lights and such. I have ZERO shader coding experience, so I really need some help. Here is the shader code:

 //Hard Surface Shader Package, Written for the Unity engine by Bruno Rime: http://www.behance.net/brunorime brunorime@gmail.com
 Shader "HardSurface/Hardsurface Free/Opaque Specular"{
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _SpecColor ("Specular Color", Color) = (1, 1, 1, 1)
     _Shininess ("Shininess", Range (0.01, 3)) = 1.5
     _Gloss("Gloss", Range (0.00, 1)) = .5
     _Reflection("Reflection", Range (0.00, 1)) = 0.5
     _Cube ("Reflection Cubemap", Cube) = "Black" { TexGen CubeReflect } 
     _FrezPow("Fresnel Reflection",Range(0,2)) = .25
     _FrezFalloff("Fresnal/EdgeAlpha Falloff",Range(0,10)) = 4
     _EdgeAlpha("Edge Alpha",Range(0,1)) = 0
     _Metalics("Metalics",Range(0,1)) = .5
     
     _MainTex ("Diffuse(RGB) Alpha(A)",2D) = "White" {}
     _BumpMap ("Normalmap", 2D) = "Bump" {}
     _Spec_Gloss_Reflec_Masks ("Spec(R) Gloss(G) Reflec(B)",2D) = "White" {}
     _Illum ("Illum (RGB)", 2D) = "black" {}
     _IlluminBrightness("Illumin Brightness", Float) = 4
     
 }
 
     SubShader {
         
         Tags {"Queue"="Geometry" "RenderType"="Opaque" "IgnoreProjector"="False" }
         UsePass "Hidden/Hardsurface Pro Front Opaque Specular/FORWARD"
         
     } 
         Fallback "Self-Illumin/Diffuse"
     }

Currently the Illum map does nothing. How can I make it work?

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