// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Simplified Bumped shader. Differences from regular Bumped one: // - no Main Color // - Normalmap uses Tiling/Offset of the Base texture // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "VRChat/Mobile/Bumped Diffuse" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} [NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 250 CGPROGRAM #pragma target 3.0 #pragma surface surf Lambert exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask UNITY_DECLARE_TEX2D(_MainTex); UNITY_DECLARE_TEX2D(_BumpMap); struct Input { float2 uv_MainTex; float4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color; o.Alpha = 1.0f; o.Normal = UnpackNormal(UNITY_SAMPLE_TEX2D(_BumpMap, IN.uv_MainTex)); } ENDCG } Fallback "VRChat/Mobile/Diffuse" }