Shader "Amplify Texture/Legacy Shaders/Self-Illumin/Bumped Diffuse" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_MainTex ("Base (RGB)", 2D) = "white" {}
	_Illum ("Illumin (A)", 2D) = "white" {}
	_BumpMap ("Normalmap", 2D) = "bump" {}
	_Emission ("Emission (Lightmapper)", Float) = 1.0
	[HideInInspector] _VTInfoBlock( "VT (auto)", Vector ) = ( 0, 0, 0, 0 )
}

CGINCLUDE
#pragma target 3.0
#pragma glsl
#pragma multi_compile _ _VT_SINGLE_MODE
#include "Shared.cginc"

sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _Illum;
fixed4 _Color;
fixed _Emission;

struct Input {
	float2 uv_MainTex;
	float2 uv_Illum;
};

void surf (Input IN, inout SurfaceOutput o) {
	VirtualCoord vcoord = VTComputeVirtualCoord( IN.uv_MainTex.xy );
	fixed4 tex = VTSampleAlbedo( vcoord );
	fixed4 c = tex * _Color;
	o.Albedo = c.rgb;
	o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
#if defined (UNITY_PASS_META)
	o.Emission *= _Emission.rrr;
#endif
	o.Alpha = c.a;
	o.Normal = UnpackNormal(VTSampleNormal( vcoord ));
}
ENDCG

SubShader {
	Tags { "RenderType"="Opaque" "Amplify"="True" }
	LOD 300

	CGPROGRAM
	#pragma surface surf Lambert
	#pragma target 3.0
	ENDCG
}

SubShader {
	Tags { "RenderType"="Opaque" "Amplify"="True" }
	LOD 300

	CGPROGRAM
	#pragma surface surf Lambert nodynlightmap
	ENDCG
}

FallBack "Amplify Texture/Legacy Shaders/Self-Illumin/Diffuse"
CustomEditor "VirtualMaterialEditor"
}
