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Question by ImAleee57 · Jan 03, 2020 at 07:37 PM · errorshadershaders

Shader Problem

Hello, how can i add Normal Map and specular in this shader?

     Shader "Phong Tessellation" {
         Properties {
             _EdgeLength ("Edge length", Range(2,50)) = 5
             _Phong ("Phong Strengh", Range(0,1)) = 0.5
             _MainTex ("Base (RGB)", 2D) = "white" {}
             _Color ("Color", color) = (1,1,1,0)
         }
         SubShader {
             Tags { "RenderType"="Opaque" }
             LOD 300
             
             CGPROGRAM
             #pragma surface surf Lambert vertex:dispNone tessellate:tessEdge tessphong:_Phong nolightmap
             #include "Tessellation.cginc"
 
             struct appdata {
                 float4 vertex : POSITION;
                 float3 normal : NORMAL;
                 float2 texcoord : TEXCOORD0;
             };
 
             void dispNone (inout appdata v) { }
 
             float _Phong;
             float _EdgeLength;
 
             float4 tessEdge (appdata v0, appdata v1, appdata v2)
             {
                 return UnityEdgeLengthBasedTess (v0.vertex, v1.vertex, v2.vertex, _EdgeLength);
             }
 
             struct Input {
                 float2 uv_MainTex;
             };
 
             fixed4 _Color;
             sampler2D _MainTex;
 
             void surf (Input IN, inout SurfaceOutput o) {
                 half4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                 o.Albedo = c.rgb;
                 o.Alpha = c.a;
             }
 
             ENDCG
         }
         FallBack "Diffuse"
     }
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