I promise, I have done some research but I’m a little confused as there is not consistency between the answers I am getting.
I just want to be able to add a normal map to the default unity unlit transparent shader (code below)
its for a sky dome so I don’t want it to be effected by light or be reflective or emissive etc. i just want to be able to give it some depth.
Is it possible to add normal maps to a unlit transparent shader or am i wasting my time by looking into it?
Shader "Custom/SkyDomeNormalMap"
{
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
sampler2D _NormalMap;
float4 _MainTex_ST;
v2f vert (appdata_t v, float3 normal : NORMAL)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}