Code (shader): Properties { _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) }

Hi Amplify Team,I'm trying to use ASE to create a cubemap reflection shader using Blinn Phong for specular highlights, but the specular highlighting doesn't work at all without manual hacks to the generated shader.The reason for this is the unusual way Unity have implemented Blinn Phong in lighting.cginc. The code there references a variable in UnityLightingCommon.cginc called _SpecColor which doesn't have a default value defined so appears to default to black. The way that Unity has used Blinn Phong for their legacy Specular shader (i.e Normal-Glossy.shader) is to define a property like so:The variable is never used in the CgProgram code and appears to function like a pass-through property to the variable defined in the common cginc file.So I have created the following shader in ASE to replicate the functionality of the legacy specular shader:And everything in the generated shader file matches except for _SpecColor, which is not generated by ASE as it is not connected to anything (and cannot be or a variable with the same name will be created in the CgProgram code and cause a compile error). Without that property the specular lighting is not visible (only the GI contribution is).Any chance you could automatically add a property definition for _SpecColor (but not a variable definition within CgProgram) whenever Blinn Phong is selected as the light model ? An appropriate default value would be (1, 1, 1, 1) to ensure specular is controlled via the specular channel by default (see post by kebrus)