Shader "zff/Detail"
{
Properties
{
_MainTex("Texture",2D)="white"{}
_BumpMap("BumpMap",2D)="bump"{}
_Detail("Detail",2D)="gray"{}
}
SubShader
{
Tags{"RenderType"="Opaque"}
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_Detail;
};
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _Detail;
void surf(Input IN,inout SurfaceOutput o)
{
o.Albedo = tex2D(_MainTex,IN.uv_MainTex).rgb;
o.Albedo *= tex2D(_Detail,IN.uv_Detail).rgb * 2;
o.Normal = UnpackNormal(tex2D(_BumpMap,IN.uv_BumpMap));
}
ENDCG
}
Fallback "Diffuse"
}
Detail Texture
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