// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "TOZ/Object/TriProj/Local/DiffuseBumped" { Properties { _Color("Main Color", Color) = (1, 1, 1, 1) _MainTex("Base (RGB)", 2D) = "white" {} _BumpMap("Normalmap", 2D) = "bump" {} _Blend("Blending", Range (0.01, 0.4)) = 0.2 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 300 CGPROGRAM #pragma surface surf Lambert vertex:vert fixed4 _Color; sampler2D _MainTex, _BumpMap; float4 _MainTex_ST, _BumpMap_ST; fixed _Blend; struct Input { float3 weight : TEXCOORD0; float3 worldPos; }; void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); fixed3 n = max(abs(v.normal) - _Blend, 0); o.weight = n / (n.x + n.y + n.z).xxx; } void surf(Input IN, inout SurfaceOutput o) { //Unity 5 texture interpolators already fill in limits, and no room for packing //So we do the uvs per pixel :( float3 oPos = mul(unity_WorldToObject, fixed4(IN.worldPos, 1.0)).xyz; fixed2 uvx = (oPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy; fixed2 uvy = (oPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy; fixed2 uvz = (oPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy; fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx; fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy; fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz; fixed4 col = (cz + cy + cx) * _Color; o.Albedo = col.rgb; fixed3 bz = UnpackNormal(tex2D(_BumpMap, uvx)) * IN.weight.xxx; fixed3 by = UnpackNormal(tex2D(_BumpMap, uvy)) * IN.weight.yyy; fixed3 bx = UnpackNormal(tex2D(_BumpMap, uvz)) * IN.weight.zzz; o.Normal = bz + by + bx; o.Alpha = col.a; } ENDCG } FallBack "Legacy Shaders/Bumped Diffuse" }