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Question by Nishtana · Oct 09, 2019 at 09:20 PM · scripting problemshadermaterialnormals

Get a Normal Map to work with World Space Shader?

I'm using a World space shader I found in my game and I'm wanting to be able to add a normal map texture to the shader allowing my materials to show the normal detail however I can't seem to get it to work correctly. I'm also trying to add a Spec map but am running into errors and don't know shader code well enough to correct it. Here's the code below if anyone could help me out. The error I'm getting is 'surf': output parameter 'o' not completely initialized

  Shader "Diffuse - Worldspace" {
  Properties {
      _Color ("Main Color", Color) = (1,1,1,1)
      _MainTex ("Base (RGB)", 2D) = "white" {}
      _Emission ("Emission (RGB)", Color) = (1,1,1,1)
      _NormalMap ("Normal (RGB)", 2D) = "normal" {}
      _SpecMap ("Specular (G)", 2D) = "specular" {}
      _Rotation ("Rotation", Float) = 1
      _Scale ("Texture Scale", Float) = 1.0
  }
  SubShader {
      Tags { "RenderType"="Opaque" }
      LOD 200
  
  CGPROGRAM
  #pragma surface surf Lambert
  
  sampler2D _MainTex;
  fixed4 _NormalMap;
  sampler2D _SpecMap;
  fixed4 _Emission;
  fixed4 _Color;
  float _Scale;
  
  struct Input
  {
      float3 worldNormal;
      float3 worldPos;
  };
  
  
  void surf (Input IN, inout SurfaceOutput o)
  {
  
      float2 UV;
      fixed4 c;
      float4 n;
      float3 s;
  
          if(abs(IN.worldNormal.x)>0.5)
      {
              UV = IN.worldPos.zy; // side
              c = tex2D(_MainTex, UV* _Scale);
              s = tex2D(_SpecMap, UV* _Scale);
      }
         else if(abs(IN.worldNormal.z)>0.5)
      {
              UV = IN.worldPos.xy; // front
              c = tex2D(_MainTex, UV* _Scale);
              s = tex2D(_SpecMap, UV* _Scale);
      }
          else
      {
              UV = IN.worldPos.zx; // top
              c = tex2D(_MainTex, UV* _Scale);
              s = tex2D(_SpecMap, UV* _Scale);
      }
  
      o.Albedo = c.rgb * _Color;
      o.Specular = s;
      o.Normal = n.rgb;
      o.Emission = _Emission;
      float3 worldNormal = WorldNormalVector(IN, o.Normal);
  }
  ENDCG
  }
  
  Fallback "VertexLit"
  }
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