Surface shader, BlinnPhong lighting model, even with normal map:
o.Normal = UnpackNormal(tex2D(_NormalTex, IN.uv_MainTex));
Could be normal is not normalized in frag().
Surface shader, BlinnPhong lighting model, even with normal map:
o.Normal = UnpackNormal(tex2D(_NormalTex, IN.uv_MainTex));
Could be normal is not normalized in frag().