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