Hey, Anyone tried to make a custom PBS in unity5 ? so far I got the GI and specular working fine, but I still miss how to get the reflection. My feeling is that I need to put something in the emission channel but I can't find what. Here's what I got so far: Code (CSharp): Shader "CustomPBS" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Bump ("Normal Map",2D) = "bump" {} _Shininess("Shininess",Range(0.0,1)) = 0.5 _SpecTex ("Specular",2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #include "UnityPBSLighting.cginc" sampler2D _MainTex; sampler2D _Bump; sampler2D _SpecTex; float _Shininess; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 tex = tex2D (_MainTex, IN.uv_MainTex); fixed3 bump = UnpackNormal(tex2D(_Bump,IN.uv_MainTex)); fixed4 spec = tex2D (_SpecTex, IN.uv_MainTex); o.Albedo = tex.rgb; o.Specular = spec.rgb; o.Smoothness = spec.a * _Shininess; o.Normal = bump; //o.Emission =????????; o.Alpha = tex.a; } ENDCG } FallBack "Diffuse" } Also I try to override UnityPBSLighting.cginc with my own, but putting it in a resources folder doesn't seem to do the trick. So who tried to play with that yet?