As start i want to say i have no experience with writing shaders.
Hi all. I preparing for making 2d game and i need to help with shader. From 6502b | Unity 3D Normal Map Sprites i copy-pasted sprite shader what alows me using normal maps (code below). But i need to make it capable of using emission maps too. Simple emission maps what are used in standard shader( I guess i can’t simply copy-paste emission code from 3d shader to 2d shader ) is enough. Can someone help me ?
Shader "Sprites/Normal Map Sprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpIntensity ("NormalMap Intensity", Range (-1, 2)) = 1
_BumpIntensity ("NormalMap Intensity", Float) = 1
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_Cutoff ("Alpha Cutoff", Range (0,1)) = 0.5
}
SubShader
{
Tags
{
"Queue"="AlphaTest"
"IgnoreProjector"="True"
"RenderType"="TransparentCutOut"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
LOD 300
Cull Off
Lighting On
ZWrite On
Fog { Mode Off }
CGPROGRAM
#pragma target 3.0
#pragma surface surf Lambert alpha vertex:vert alphatest:_Cutoff fullforwardshadows
#pragma multi_compile DUMMY PIXELSNAP_ON
#pragma exclude_renderers flash
sampler2D _MainTex;
sampler2D _BumpMap;
fixed _BumpIntensity;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
fixed4 color;
};
void vert (inout appdata_full v, out Input o)
{
#if defined(PIXELSNAP_ON) && !defined(SHADER_API_FLASH)
v.vertex = UnityPixelSnap (v.vertex);
#endif
v.normal = float3(0,0,-1);
v.tangent = float4(1, 0, 0, 1);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = _Color;
}
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
_BumpIntensity = 1 / _BumpIntensity;
o.Normal.z = o.Normal.z * _BumpIntensity;
o.Normal = normalize((half3)o.Normal);
}
ENDCG
}
Fallback "Transparent/Cutout/Diffuse"
}