// Simplified Bumped shader. Differences from regular Bumped one: // - no Main Color // - Normalmap uses Tiling/Offset of the Base texture // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "Mobile/Bumped Diffuse" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 250 CGPROGRAM #pragma surface surf Lambert noforwardadd sampler2D _MainTex; sampler2D _BumpMap; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Alpha = c.a; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); } ENDCG } FallBack "Mobile/Diffuse" }