﻿// Copyright (C) Itseez3D, Inc. - All Rights Reserved
// You may not use this file except in compliance with an authorized license
// Unauthorized copying of this file, via any medium is strictly prohibited
// Proprietary and confidential
// UNLESS REQUIRED BY APPLICABLE LAW OR AGREED BY ITSEEZ3D, INC. IN WRITING, SOFTWARE DISTRIBUTED UNDER THE LICENSE IS DISTRIBUTED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OR
// CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED
// See the License for the specific language governing permissions and limitations under the License.
// Written by Itseez3D, Inc. <support@avatarsdk.com>, February 2020

Shader "Avatar SDK/UMALitShader"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
        _BumpMap("Bumpmap", 2D) = "bump" {}
    }

    SubShader
    {
        Tags { "RenderType" = "Opaque" }
        CGPROGRAM
        #pragma surface surf Lambert

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_BumpMap;
        };

        sampler2D _MainTex;
        sampler2D _BumpMap;

        void surf(Input IN, inout SurfaceOutput o)
        {
            o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;
            o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
        }
        ENDCG
    }

    Fallback "Diffuse"
}
