Shader "MyShaders/DoubleSides/Bumped Diffuse Lighted" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _LightMap ("Lightmap (RGB)", 2D) = "black" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Cull Off LOD 300 Tags {"IgnoreProjector"="True" "RenderType" = "TransparentCutout" } CGPROGRAM #pragma surface surf Lambert alphatest:_Cutoff struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv2_LightMap; }; sampler2D _MainTex; sampler2D _BumpMap; sampler2D _LightMap; float4 _Color; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; half4 lm = tex2D (_LightMap, IN.uv2_LightMap); o.Emission = lm.rgb*o.Albedo.rgb; o.Alpha = c.a; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Cutout/Diffuse" }