Add normal map in vertex shader

Hello Everyone!

I am new to shader programming. I am trying to create a vertex shader which looks metallic/specular. I found this shader by exploring tutorials here and added diffuse map and specular map to it. I am working on it for quite a while to add normal maps(with no success). Currently it doesn’t support normal map. Any suggestion and help regarding this is very appreciated.

Here is what my code looks like:

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/op-VertLit" {
   Properties {
       _MainTex("Diffuse Map",2D)="white"{}
       _Specular("Occlusion",2D)="white"{}
       _Bump("Normal",2D)="white"{}
      _Color ("Diffuse Material Color", Color) = (1,1,1,1)
      _SpecColor ("Specular Material Color", Color) = (1,1,1,1)
      _AlphaX ("Roughness in Brush Direction", Float) = 1.0
      _AlphaY ("Roughness orthogonal to Brush Direction", Float) = 1.0
      _Cutoff("Cutoff",Range(-0.01,1.01))=1.0
   }
   SubShader {
      Pass {   
         Tags { "LightMode" = "ForwardBase" }
            // pass for ambient light and first light source
         CGPROGRAM
         #pragma vertex vert 
         #pragma fragment frag
         #include "UnityCG.cginc"
         uniform float4 _LightColor0;
            // color of light source (from "Lighting.cginc")
         // User-specified properties
         uniform float4 _Color;
         uniform float4 _SpecColor;
         uniform float _AlphaX;
         uniform float _AlphaY;
        
         sampler2D _MainTex;
         sampler2D _Specular;
         sampler2D _Bump;
         half _Cutoff;

         struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
            float4 tangent : TANGENT;
            float2 uv : TEXCOORD0;
         };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float4 posWorld : TEXCOORD0;

            float3 viewDir : TEXCOORD1;
              
            float3 normalDir : TEXCOORD2;
             
            float3 tangentDir : TEXCOORD3;
              
            float2 uv: TEXCOORD4;
         };
         vertexOutput vert(vertexInput input)
         {
            vertexOutput output;
            float4x4 modelMatrix = unity_ObjectToWorld;
            float4x4 modelMatrixInverse = unity_WorldToObject;
            output.uv = input.uv;
            output.posWorld = mul(modelMatrix, input.vertex);
            output.viewDir = normalize(_WorldSpaceCameraPos - output.posWorld.xyz);
              
            output.normalDir = normalize(mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
              
            output.tangentDir = normalize(mul(modelMatrix, float4(input.tangent.xyz, 0.0)).xyz);
        
            output.pos = UnityObjectToClipPos(input.vertex);
            return output;
         }
         float4 frag(vertexOutput input) : COLOR
         {
            float3 lightDirection;
            float attenuation;
            if (0.0 == _WorldSpaceLightPos0.w) // directional light?
            {
               attenuation = 1.0; // no attenuation
               lightDirection = normalize(_WorldSpaceLightPos0.xyz);
            }
            else // point or spot light
            {
               float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - input.posWorld.xyz;
               float distance = length(vertexToLightSource);
               attenuation = 1.0 / distance; // linear attenuation
               lightDirection = normalize(vertexToLightSource);
            }
            float3 halfwayVector = normalize(lightDirection + input.viewDir);
              
            float3 binormalDirection = cross(input.normalDir, input.tangentDir);
              
            float dotLN = dot(lightDirection, input.normalDir);
               // compute this dot product only once
            float4 spec =tex2D(_Specular,input.uv);
            float4 tex = tex2D(_MainTex, input.uv);
            float4 bump = tex2D(_Bump,input.uv);


            float3 ambientLighting = UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb * spec.rgb ;
              
            float3 diffuseReflection =
               attenuation * _LightColor0.rgb * _Color.rgb
               * max(0.0, dotLN) * tex ;
            float3 specularReflection;
            if (dotLN < 0.0) // light source on the wrong side?
            {
               specularReflection = float3(0.0, 0.0, 0.0);
                  // no specular reflection
            }
            else // light source on the right side
            {
               float dotHN = dot(halfwayVector, input.normalDir);
               float dotVN = dot(input.viewDir, input.normalDir);
               float dotHTAlphaX =
                  dot(halfwayVector, input.tangentDir) / _AlphaX;
               float dotHBAlphaY = dot(halfwayVector,
                  binormalDirection) / _AlphaY;
               specularReflection =
                  attenuation * _LightColor0.rgb * _SpecColor.rgb
                  * sqrt(max(0.0, dotLN / dotVN))
                  * exp(-2.0 * (dotHTAlphaX * dotHTAlphaX
                  + dotHBAlphaY * dotHBAlphaY) / (1.0 + dotHN));
            }
           
            clip(tex.a-_Cutoff);
            return float4(ambientLighting + diffuseReflection
               + specularReflection, 1.0);
         }
         ENDCG
      }

   }
   Fallback "Specular"
}
1 Like

Hi. Is there a more beginner friendly version of this? I find this a bit hard to follow.