Help on adding in Normal Map for customized shader

This is a shader from aNTeNNa trEE’s post on forum.I have looked into ShaderLab and Unity default shaders and tried to add in Normal Map, but no working so far.I am just wondering anyone out here know how to add in Normal Map for this shader?

Shader "Transparent/VertexLit with Z" {
Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}

SubShader {
    Tags {"RenderType"="Transparent" "Queue"="Transparent"}
    // Render into depth buffer only
    Pass {
        ColorMask 0
    }
    // Render normally
    Pass {
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask RGB
        Material {
            Diffuse [_Color]
            Ambient [_Color]
        }
        Lighting On
        SetTexture [_MainTex] {
            Combine texture * primary DOUBLE, texture * primary
        }
    }
}
}

Thanks.

NormalMap is a texture also, so adding is simple:

_NormalMap ("NormalMap", 2D) = "white" {}

But my guess, you want something different, could you tell what are you trying to achieve? BumpMapping?

But,normal map wouldn’t work if you only add in that property in Shader. In order to make it work,I guess still need to consider implementing pass of pixel lighting as well.

This transparency shader takes depth buffer into consideration which is what we are looking for, but don’t support normal map. If possible, I want to add in Normal map and Light map for it.

We had a project that we need to use slider to control transparency of particular objects. So far, no default shaders in Unity can give what we want.

Thanks for your reply. Appreciate!

a normalmap makes no sense.

this is a vertex lit shader and for normalmaps you require pixel light

Agree with you.
My question is how to implement pixel light for transparent shader with normal maps and depth buffer supported. I know it’s not an easy question. Thanks anyway.