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使用纹理制作特效 - 法线贴图

2017-11-29 11:45 351 查看
Shader "NormalTex"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_NormalTex("NormalTex", 2D) = "" {}
}

SubShader
{
Tags
{
"RenderType" = "Opaque"
}

LOD 200

CGPROGRAM

#pragma surface surf Lambert

sampler2D _MainTex;
sampler2D _NormalTex;

struct Input
{
float2 uv_MainTex;
float2 uv_NormalTex;
};

void surf(Input IN, inout SurfaceOutput o)
{
float4 c = tex2D(_MainTex, IN.uv_MainTex);
float3 normalMap = UnpackNormal(tex2D(_NormalTex, IN.uv_NormalTex));

o.Normal = normalMap.rgb;

o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
}
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