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Question by Bob-King · Mar 03, 2017 at 09:16 AM · c#shaderprogrammingmaterials

Enable secondary maps in simple shader

Hello, can anybody help enable by C# secondary maps, please?. I have this shader and I;m not able to fix. Thansk a lot for an answer Bob

Shader "DualMaps" { Properties {

 _MainTex("Main (RGB)", 2D) = "black" {}
 _SecTex("Main (RGB)", 2D) = "white" {}
 _FilTex("Filter (Alpha)", 2D) = "black"{}
 _LightMap("Lightmap (RGB)", 2D) = "black" {}
 _DetailMask("Detail Mask", 2D) = "white" { }
 _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" { }
 DetailNormalMapScale("Scale", Float) = 1.000000
 //_DetailNormalMap("Normal Map", 2D) = "bump" { }

 }

     SubShader
 {
     Tags{ "RenderType" = "Opaque" }
     LOD 200
     

     CGPROGRAM

pragma surface surf Lambert

pragma multi_compile sampler2D _MainTex; sampler2D _SecTex; sampler2D _FilTex; sampler2D _LightMap;

 sampler2D _DetailAlbedoMap;
 sampler2D _DetailNormalMapScale;
 //sampler2D _DetailNormalMap;



 struct Input
 {
     float2 uv_MainTex;
     float2 uv_SecTex;
     float2 uv_FilTex;
     float2 uv_LightMap;

     float2 uv_DetailAlbedoMap;
     float2 uv_DetailNormalMapScale;
     //float2 uv_DetailNormalMap;

 };

 

 void surf(Input IN, inout SurfaceOutput o)
 {
     fixed4 main = tex2D(_MainTex, IN.uv_MainTex);
     fixed4 sec = tex2D(_SecTex, IN.uv_SecTex);
     fixed4 filter = tex2D(_FilTex, IN.uv_FilTex);
     fixed4 lm = tex2D(_LightMap, IN.uv_LightMap);

     fixed4 da = tex2D(_DetailAlbedoMap, IN.uv_DetailAlbedoMap);
     fixed4 dn = tex2D(_DetailNormalMapScale, IN.uv_DetailNormalMapScale);
     //fixed4 dx = tex2D(_DetailNormalMap, IN.uv_DetailNormalMap);
     
 


     o.Albedo = lerp(main.rgb, sec.rgb, filter.a);
     
     
     o.Alpha = main.a;
     
     
     o.Emission = lm.rgb*o.Albedo.rgb;
     
 }

 ENDCG
 }
     
     FallBack "Legacy Shaders/Lightmapped/VertexLit"

}

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avatar image akash437 · Jan 25, 2019 at 12:19 PM 0
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did you find any solution ?

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