Shader "Amplify Texture/Legacy Shaders/Lightmapped/Diffuse" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_MainTex ("Base (RGB)", 2D) = "white" {}
	_LightMap ("Lightmap (RGB)", 2D) = "black" {}
	[HideInInspector] _VTInfoBlock( "VT (auto)", Vector ) = ( 0, 0, 0, 0 )
}

SubShader {
	LOD 200
	Tags { "RenderType" = "Opaque" "Amplify"="True" }
CGPROGRAM
#pragma surface surf Lambert nodynlightmap
#pragma target 3.0
#pragma glsl
#pragma multi_compile _ _VT_SINGLE_MODE
#include "Shared.cginc"

struct Input {
  float2 uv_MainTex;
  float2 uv2_LightMap;
};
sampler2D _MainTex;
sampler2D _LightMap;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o)
{
  VirtualCoord vcoord = VTComputeVirtualCoord( IN.uv_MainTex.xy );
  o.Albedo = VTSampleAlbedo( vcoord ).rgb * _Color;
  half4 lm = tex2D (_LightMap, IN.uv2_LightMap);
  o.Emission = lm.rgb*o.Albedo.rgb;
  o.Alpha = lm.a * _Color.a;
}
ENDCG
}
FallBack "Amplify Texture/Legacy Shaders/Lightmapped/VertexLit"
CustomEditor "VirtualMaterialEditor"
}
