좌 : 노멀 맵 적용 전 우 : 노멀 맵 적용 후
Shader "Custom/Standard"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MainTex2 ("Albedo (RGB)", 2D) = "white" {}
_SpecColor("Specular Color", color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf BlinnPhong
sampler2D _MainTex;
sampler2D _MainTex2;
struct Input
{
float2 uv_MainTex;
float2 uv_MainTex2;
};
fixed3 _Tmp;
void surf (Input IN, inout SurfaceOutput o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
fixed3 d = UnpackNormal(tex2D(_MainTex2, IN.uv_MainTex2));
o.Normal = d;
o.Specular = 0.5;
o.Gloss = 1;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}