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Question by ctrlntech · Sep 07, 2016 at 12:40 PM · normal map

Multiple Normal Map Issue

I have created a the following shader to apply multiple normal map on a 3d model.

Shader "DoubleSided_IF/Bumped Diffuse Body" { Properties { _MainTex ("Texture", 2D) = "white" {} _BumpMap ("BumpMap", 2D) = "bump" {} _BumpMap2 ("BumpMap", 2D) = "bump" {}

} SubShader { Tags { "RenderType"="Opaque" }

CGPROGRAM #pragma surface surf Lambert struct Input { float2 uv_MainTex; float2 uv_BumpMap; };

sampler2D _MainTex; sampler2D _BumpMap; sampler2D _BumpMap2; fixed4 _Color;

void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap) + tex2D(_BumpMap2, IN.uv_BumpMap) * 2 - 1); } ENDCG
}

FallBack "Diffuse" }

But the problem i am facing that when building as APK file to android device the light intensity getting increased and its getting burn.Please check the screenshot and let me help to find any solutionalt text alt text

screenshot-2016-09-07-17-54-26.png (328.2 kB)
original-output-within-unity.jpg (15.6 kB)
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