Shader "Custom/15-3-MaskMap" { Properties { _MainTex("Texture", 2D) = "white" {} _BumpMap("NormalMap (RGB)", 2D) = "white" {} _MaskMap("MaskMap", 2D) = "white"{} _Cube("Cubemap", CUBE) = "" {} } SubShader { Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert noambient struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_MaskMap; float3 worldRefl; // 노멀맵에 반사처리르 할때 IN..