Shader "Custom/11-2"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("NormalMap (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf _CustomLight noambient//Lambert Standard fullforwardshadows
float _Half_Lambert1;
sampler2D _MainTex;
sampler2D _BumpMap;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Alpha = c.a;
}
float4 Lighting_CustomLight(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
float ndotl = dot(s.Normal, lightDir);
return ndotl+0.1;
}
ENDCG
}
FallBack "Diffuse"
}
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