I know practically nothing about programming shaders, so I need some very simple help. This is a very basic shader for making a solid color with a specular highlight, targeted at iOS. It works fine except that the color that renders is about half of what I specify in the picker. This isn't the case when I use shaders with textures, so I'm pretty sure it's not my scene lighting being too low. How can I increase the brightness on the input color so it's closer to what it looks like in the inspector?
Shader "Solid Color Specularity"
{
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
}
SubShader
{
Lighting On
Material
{
Diffuse [_Color]
Ambient [_Color]
Specular (1,1,1,1)
Shininess [_Shininess]
}
Pass {}
}
}