法线贴图

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"
}
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