Shader "Legacy Shaders/Lightmapped/Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _LightMap ("Lightmap (RGB)", 2D) = "black" {} } SubShader { LOD 300 Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert nodynlightmap struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv2_LightMap; }; sampler2D _MainTex; sampler2D _BumpMap; sampler2D _LightMap; fixed4 _Color; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * _Color; half4 lm = tex2D (_LightMap, IN.uv2_LightMap); o.Emission = lm.rgb*o.Albedo.rgb; o.Alpha = lm.a * _Color.a; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Legacy Shaders/Lightmapped/Diffuse" }