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-rw-r--r--VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-BumpedDiffuse.shader45
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diff --git a/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-BumpedDiffuse.shader b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-BumpedDiffuse.shader
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+++ b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-BumpedDiffuse.shader
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+// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
+
+// Simplified Bumped shader. Differences from regular Bumped one:
+// - no Main Color
+// - Normalmap uses Tiling/Offset of the Base texture
+// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
+
+Shader "VRChat/Mobile/Bumped Diffuse"
+{
+ Properties
+ {
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ [NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {}
+ }
+
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 250
+
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma surface surf Lambert exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask
+
+ UNITY_DECLARE_TEX2D(_MainTex);
+ UNITY_DECLARE_TEX2D(_BumpMap);
+
+ struct Input
+ {
+ float2 uv_MainTex;
+ float4 color : COLOR;
+ };
+
+ void surf (Input IN, inout SurfaceOutput o)
+ {
+ fixed4 c = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex);
+ o.Albedo = c.rgb * IN.color;
+ o.Alpha = 1.0f;
+ o.Normal = UnpackNormal(UNITY_SAMPLE_TEX2D(_BumpMap, IN.uv_MainTex));
+ }
+ ENDCG
+ }
+
+ Fallback "VRChat/Mobile/Diffuse"
+}