okay cool, so i've managed to get it to this stage: CGPROGRAM #pragma surface surf SkinSpecular #include "UnityCG.cginc" #pragma target 3.0 sampler2D _Normal; sampler2D _Beckmann; float _Roughness; float _Spec; float4 _Diffcolor; float lightingsimplespecular(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {…