Shader "Legacy Shaders/Reflective/Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {} _Cube ("Reflection Cubemap", Cube) = "_Skybox" { } _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 300 CGPROGRAM #pragma surface surf Lambert #pragma exclude_renderers d3d11_9x sampler2D _MainTex; sampler2D _BumpMap; samplerCUBE _Cube; fixed4 _Color; fixed4 _ReflectColor; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 worldRefl; INTERNAL_DATA }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); fixed4 c = tex * _Color; o.Albedo = c.rgb; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); float3 worldRefl = WorldReflectionVector (IN, o.Normal); fixed4 reflcol = texCUBE (_Cube, worldRefl); reflcol *= tex.a; o.Emission = reflcol.rgb * _ReflectColor.rgb; o.Alpha = reflcol.a * _ReflectColor.a; } ENDCG } FallBack "Legacy Shaders/Reflective/VertexLit" }