Hi, I have been reading all the post related to how to maintain specular when using light probes in a surface shader. The problem is as soon as I enable probes on the object the specular is turn off. I have track down the "issue" to this line in the Lightning function: Code (CSharp): c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * s.SpecularColor * spec ) * (atten * 2) ; The problem is that the info which comes with _LightColor0.rgb in _LightColor0.rgb*s.SpecularColor*spec kills the specular. If I remove that it works, but I loose the light color in the specular and the light intensity. The idea is having the light probes only affecting only color per vertex and take the specular from a directional light. ¿Any ideas of how it can be done? Cheers,