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Unity Normal Shader Template
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Shader "MatthewShaders/NormalShader" | |
{ | |
Properties | |
{ | |
//Setting the default color to be green: | |
_MainTint ("Diffuse Tint", Color) = (0,1,0,1) | |
//"bump map" is a synonym for normal map- we are telling Unity that this will contain normal data: | |
_NormalTex ("Normal Map", 2D) = "bump" {} | |
//Intensity of the normal map: | |
_NormalMapIntensity ("Normal Intensity", Range(0,3)) = 1 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Standard fullforwardshadows | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
sampler2D _NormalTex; | |
float4 _MainTint; | |
struct Input | |
{ | |
float2 uv_NormalTex; | |
}; | |
float _NormalMapIntensity; | |
fixed4 _Color; | |
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. | |
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. | |
// #pragma instancing_options assumeuniformscaling | |
UNITY_INSTANCING_BUFFER_START(Props) | |
// put more per-instance properties here | |
UNITY_INSTANCING_BUFFER_END(Props) | |
void surf (Input IN, inout SurfaceOutputStandard o) | |
{ | |
//Use the tint provided as the base color for the material: | |
o.Albedo = _MainTint; | |
//Get the normal data out of the normal map texture using: | |
float3 normalMap = UnpackNormal( | |
tex2D( | |
_NormalTex, | |
IN.uv_NormalTex | |
) | |
); | |
//Apply intensity: | |
normalMap.x *= _NormalMapIntensity; | |
normalMap.y *= _NormalMapIntensity; | |
//Apply the new normal to the lighting model | |
o.Normal = | |
normalize( | |
normalMap.rgb | |
); | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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