Problem trying to access second texture in hlsl shader

Hey everyone

I’m trying to do something very simple : sample 2 different textures from the same shader
Strangely it works if I have on texture
As soon as I toggle the code to manage the 2 textures then I can’t get anything except black
So basically it’s like if the shader was only able to manage one texture at a time…

Thanks for any help… I really have no idea what’s going on
ps: I’m using unity 2.6 on win7 with a pretty good gpu

Shader "IcebergHigh Shader" {
	Properties {
		_Color ("Main Color", Color) = (1,1,1,1)
		_SkyCube ("Sky Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }		
		_NormalMap ("Normal Map", 2D) = "white" {}
		_SnowIceTrTex ("Snow Ice Transition Tex", 2D) = "white" {}
	}
	SubShader 
	{
		// Pixel lights
		Pass
		{
			Name "BASE"
			Tags { "LightMode" = "Pixel" }
			Lighting On
			Cull Off
			
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_fog_exp2
			#pragma fragmentoption ARB_precision_hint_fastest

			#include "UnityCG.cginc"
			//#include "AutoLight.cginc" 
			
			uniform samplerCube _SkyCube;
			
			uniform sampler2D _NormalMap;
			uniform float4 _NormalMap_ST;

			uniform sampler2D _SnowIceTrTex;
			uniform float4 _SnowIceTrTex_ST;

			struct v2f
			{
				float4 position : POSITION;
				float4 uv : TEXCOORD0;
				float3 normalWS : TEXCOORD1;
				float3 viewDir : TEXCOORD2;
				float3 lightDir : TEXCOORD3;
			};

			v2f vert ( appdata_tan i  )
			{
				v2f o;
				
				o.position = mul( glstate.matrix.mvp, i.vertex);
				o.uv.xy = TRANSFORM_TEX( i.texcoord, _NormalMap );
				o.uv.zw = TRANSFORM_TEX( i.texcoord, _SnowIceTrTex );
				
				float4 normalWS4 = mul( _Object2World, float4(i.normal,0) );
				o.normalWS = normalWS4.xyz;
				
				float3 binormal = cross( i.normal, i.tangent.xyz ) * i.tangent.w;
				float3x3 rotation = float3x3( i.tangent.xyz, binormal, i.normal );

				o.viewDir = mul( rotation, ObjSpaceViewDir( i.vertex ) );				
				o.lightDir = mul( rotation, ObjSpaceLightDir( i.vertex ) );				
				
				return o;
			}
			
			float4 frag( v2f i ) : COLOR
			{
				float3 finalCol = 0;
				
				// COMMENT THIS and it won't work anymore
				/*
				float4 bumpMap = tex2D(_NormalMap, i.uv.xy);
				float3 normal = bumpMap.rgb * 2 - 1; 				
								
				normal = normalize( normal );
				
				float3 viewDir = normalize(i.viewDir);
				float3 lightDir = normalize(i.lightDir);
				
				float3 reflectVec = reflect( normal, viewDir ); 
				*/
				
				float4 snowIceTr = tex2D( _SnowIceTrTex, i.uv.zw );

				return snowIceTr; 
			}
			
			ENDCG
		}
	}
}

I’m having the same issue.
Did you happen to figure it out?

check out the docs on binding. thats likely the problem.

also this is no hlsl shader but a cg one, just to mention that.