I have this simple shader Code (csharp): Shader "LDetailColor" { Properties { _Color ("Main Color", Color) = (1,1,1,0.5) _Shininess ("Shininess", Range (0.01, 1)) = 0.7 _SpecColor ("Spec Color", Color) = (1,1,1,1) _Emission ("Emmisive Color", Color) = (0,0,0,0) } Category { ZWrite On SubShader { Pass { Material { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Lighting On } } } } In windows it appears "flat" without white reflections. What's wrong with it?
If you're asking about the missing specular highlight, then add Code (csharp): SeparateSpecular On to the shader. OpenGL and Direct3D differ a bit in how they handle specular when it's not explicitly turned on.