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Question by Fred_Vicentin · Jul 11, 2013 at 08:10 PM · shadernormalmap

Two Normal Maps on same Material

I want to create two normal maps on Same Material, I'm starting to program a shader, but I dont have any idea how to mix the normal maps.

This is my Shader:

   Shader "Example/Diffuse Bump" {
     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;
       void surf (Input IN, inout SurfaceOutput o) {
         o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
         o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
         o.Normal = UnpackNormal (tex2D (_BumpMap2, IN.uv_BumpMap));
       }
       ENDCG
     } 
     Fallback "Diffuse"
   }
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avatar image markedagain · Jul 11, 2013 at 08:13 PM 1
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im no shader expert, but having 2 lines on o.Normal would obviously overwrite the last data. im guessing u need to add the numbers between the 2 bumpmaps then pass in 1 value back to the normals

avatar image Fred_Vicentin · Jul 11, 2013 at 08:38 PM 0
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Was only a test but I have no idea how to do that.

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Answer by alienheretic · Dec 23, 2014 at 05:01 PM

try o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_BumpMap) + tex2D (_BumpMap2, IN.uv_BumpMap)*2-1);

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