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Question by no00ob · Aug 10, 2018 at 05:17 PM · shadertextureshader programmingnormalsnormalmap

How to add a normal map "support" to this shader?

I need a normal map to this shader for it to look good and I couldn't figure it out myself so any help would be appreciated!

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,)' with 'UnityObjectToClipPos()'

 Shader "Custom/Planet" {
     Properties {
         _MainTex("Texture (RGB)", 2D) = "black" {}
         _Color("Color", Color) = (0, 0, 0, 1)
         _AtmoColor("Atmosphere Color", Color) = (0.5, 0.5, 1.0, 1)
         _Size("Atmosphere Size", Range(0, 5)) = 0.12
         _Falloff("Falloff", Float) = 2
         _Transparency("Transparency", Float) = 1
     }
    
     SubShader {
         Pass {
             Name "AtmosphereBase"
             Tags { "Queue" = "Transparent" "IgnoreProjector"="True" "RenderType" = "Transparent" }
             Cull Back          
             ZWrite Off
             Blend SrcAlpha OneMinusSrcAlpha
          
             CGPROGRAM
                 #pragma vertex vert
                 #pragma fragment frag
                 #include "UnityCG.cginc"
              
                 uniform float4 _Color;
                 uniform float4 _AtmoColor;
                 uniform float _Size;
                 uniform float _Falloff;
                 uniform float _Transparency;
 
                 struct v2f {
                     float4 pos : SV_POSITION;
                     float3 normal : TEXCOORD0;
                     float2 atmofalloff : TEXCOORD1;
                 };
  
                 v2f vert(appdata_base v) {
                     v2f o;
                     v.vertex.xyz += v.normal *     _Size;
                     o.pos = UnityObjectToClipPos (v.vertex);
                     o.normal = v.normal;
                        float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
                        o.atmofalloff = float2( pow(saturate(dot(viewDir, v.normal)), _Falloff), 0.5);
                     return o;
                 }
            
                 float4 frag(v2f i) : COLOR {
                     i.normal = normalize(i.normal);  
                     float4 color = _AtmoColor;
                     color.a = i.atmofalloff.x * _Transparency * _Color;
                     return color;
                 }
             ENDCG
         }
        
         // *** surface shader to render the planet itself ***
         Name "PlanetBase"
         Tags { "RenderType"="Opaque" }
        
         CGPROGRAM
             #pragma surface surf Lambert
             #pragma target 3.0
  
             uniform sampler2D _MainTex;
             uniform float4 _Color;
  
             struct Input {
                 float2 uv_MainTex;
             };
            
             void surf (Input IN, inout SurfaceOutput o) {
                 fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                 o.Albedo = c.rgb;
                 o.Alpha = c.a;
             }
         ENDCG
         // *** surface shader end ***
     }
     FallBack "Diffuse"
 }
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