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Question by gugua · Feb 17, 2016 at 07:13 AM · shader

i use the Custom Lighting model,but the normalTexture is not work in "surf". why?

i use the Custom Lighting model,but the normalTexture is not work in "surf". why? the shader:

inline float4 LightingYBBasicDiffuse (SurfaceOutput s, fixed3 lightDir, fixed atten) { lightDir = normalize(lightDir); float difLight = dot (s.Normal, lightDir); float hLambert = difLight * 0.5 + 0.5; float3 ramp = tex2D(_RampTex, float2(hLambert,hLambert)).rgb;

         float4 col;
         //fixed3 f3 = fixed3(-1,-1,-1);
         float di1 = dot (s.Normal,float3(0.299, 0.587, 0.114));
         
         float3 ff = float3(s.Normal.r*di1,s.Normal.g*di1,s.Normal.b*di1);
         col.rgb = (s.Albedo * _LightColor0.rgb * (ramp) * ff);
         
         col.a = s.Alpha;
         return col;
     }

     struct Input 
     {
         float2 uv_MainTex;
         float2 uv_NormalTex;
     };

     void surf (Input IN, inout SurfaceOutput o) 
     {
         //float4 c;
         //c =  pow(_EmissiveColor, _EmissValue) + pow(_AmbientColor, _AmbientValue);
         
         float3 normalMap = UnpackNormal(tex2D(_NormalTex, IN.uv_NormalTex));
         //normalMap = float3(normalMap.x * _NormalIntensity, normalMap.y * _NormalIntensity, normalMap.z);
         
         fixed4 c1 = tex2D (_MainTex, IN.uv_MainTex) * _Color;
         
         o.Normal = normalMap.rgb;
         o.Albedo = c1.rgb;
         o.Alpha = c1.a;
     }
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