// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Simplified Bumped shader. Differences from regular Bumped one:
// - no Main Color
// - Normalmap uses Tiling/Offset of the Base texture
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "World Shader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
[NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 250
CGPROGRAM
#pragma surface surf Lambert noforwardadd
sampler2D _MainTex;
sampler2D _BumpMap;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
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 = 1;
}
ENDCG
}
FallBack "Mobile/Diffuse"
}