This simply adds an alpha to the diffuse and uses it to mask the specularity. Not too exciting but it was the last thing i could think of to do lighting wise before i needed to move on to normal maps and pixel based lighting. Please excuse the quickly made brick - I promise i'll make it better with normals :)
Maya CGFX File:
vertexlitphongtexture.cgfx |
Unity SHADER File
vertexlitphongtexture.shader |