Shader "Custom/NormalMap" { Properties { _Color ("Color", Color) = (1,1,1,1) _BumpTex ("Bump Tex", 2D) = "bump" {} _NormalMapIntensity("Normal intensity",Range(0,1))=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 _BumpTex; struct Input { float2 uv_BumpTex; }; fixed4 _Color; float _NormalMapIntensity; void surf (Input IN, inout SurfaceOutputStandard o) { float3 normalMap = UnpackNormal(tex2D(_BumpTex,IN.uv_BumpTex)).rgb; normalMap.x*=_NormalMapIntensity; normalMap.y*=_NormalMapIntensity; normalMap = normalize(normalMap); o.Normal = normalMap.rgb; fixed4 c = tex2D(_BumpTex,IN.uv_BumpTex); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
123456789101112131415161718192021222324252627282930313233343536373839404142