// 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 -1644;253;1662;880;1313.064;452.7492;1;True;False 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