Shader "Scene/Wall" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _NormalTex ("Normal Map", 2D) = "bump" {} _Tiling ("Tiling", float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" } LOD 200 Stencil { Ref 1 Comp NotEqual Pass Keep } CGPROGRAM #pragma surface surf Standard noshadow #pragma target 3.0 sampler2D _MainTex; sampler2D _NormalTex; fixed4 _Color; float _Tiling; struct Input { float2 uv_MainTex; float2 uv_NormalTex; }; void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex * _Tiling) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; o.Normal = UnpackNormal (tex2D(_NormalTex, IN.uv_MainTex * _Tiling)); } ENDCG } Fallback "VertexLit" }