Shader "Unity Shaders Book/Chapter 17/Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 300 CGPROGRAM #pragma surface surf Lambert #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Alpha = tex.a * _Color.a; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Legacy Shaders/Diffuse" }