// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Unlit/MrRoomnormal"
{
	Properties
	{
		_TextureAb("TextureAb", 2D) = "white" {}
		_TextureLight("TextureLight", 2D) = "white" {}
		[HideInInspector] _texcoord( "", 2D ) = "white" {}
		[HideInInspector] _texcoord2( "", 2D ) = "white" {}
	}
	
	SubShader
	{
		
		
		Tags { "RenderType"="Opaque" }
		LOD 100

		CGINCLUDE
		#pragma target 3.0
		ENDCG
		Blend Off
		Cull Back
		ColorMask RGBA
		ZWrite On
		ZTest LEqual
		Offset 0 , 0
		
		
		
		Pass
		{
			Name "Unlit"
			Tags { "LightMode"="ForwardBase" }
			CGPROGRAM

			

			#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
			//only defining to not throw compilation error over Unity 5.5
			#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_instancing
			#include "UnityCG.cginc"
			

			struct appdata
			{
				float4 vertex : POSITION;
				float4 color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
			};
			
			struct v2f
			{
				float4 vertex : SV_POSITION;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				float4 ase_texcoord : TEXCOORD0;
			};

			uniform sampler2D _TextureAb;
			uniform float4 _TextureAb_ST;
			uniform sampler2D _TextureLight;
			uniform float4 _TextureLight_ST;
			
			v2f vert ( appdata v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);

				o.ase_texcoord.xy = v.ase_texcoord.xy;
				o.ase_texcoord.zw = v.ase_texcoord1.xy;
				float3 vertexValue = float3(0, 0, 0);
				#if ASE_ABSOLUTE_VERTEX_POS
				vertexValue = v.vertex.xyz;
				#endif
				vertexValue = vertexValue;
				#if ASE_ABSOLUTE_VERTEX_POS
				v.vertex.xyz = vertexValue;
				#else
				v.vertex.xyz += vertexValue;
				#endif
				o.vertex = UnityObjectToClipPos(v.vertex);
				return o;
			}
			
			fixed4 frag (v2f i ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				fixed4 finalColor;
				float2 uv_TextureAb = i.ase_texcoord.xy * _TextureAb_ST.xy + _TextureAb_ST.zw;
				float2 uv2_TextureLight = i.ase_texcoord.zw * _TextureLight_ST.xy + _TextureLight_ST.zw;
				
				
				finalColor = ( tex2D( _TextureAb, uv_TextureAb ) * tex2D( _TextureLight, uv2_TextureLight ) );
				return finalColor;
			}
			ENDCG
		}
	}
	CustomEditor "ASEMaterialInspector"
	
	
}
/*ASEBEGIN
Version=17101
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Node;AmplifyShaderEditor.SamplerNode;6;-893.9515,-269.7101;Inherit;True;Property;_TextureAb;TextureAb;1;0;Create;True;0;0;False;0;None;71f4e1fecdd2690489c39bc67bfb627f;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;7;-836.9479,5.370411;Inherit;True;Property;_TextureLight;TextureLight;2;0;Create;True;0;0;False;0;None;1b8adcb49189eae4a827b62a21f52757;True;1;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-232.8618,15.89621;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;11;11,1;Float;False;True;2;ASEMaterialInspector;0;1;Unlit/MrRoomnormal;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;0;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;True;False;True;0;False;-1;True;True;True;True;True;0;False;-1;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;RenderType=Opaque=RenderType;True;2;0;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;1;True;False;0
WireConnection;8;0;6;0
WireConnection;8;1;7;0
WireConnection;11;0;8;0
ASEEND*/
//CHKSM=26F3C3DFEED1A3DCD77D762A211DCCD06BCF7496