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

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

CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
#pragma glsl
#pragma multi_compile _ _VT_SINGLE_MODE
#include "Shared.cginc"

sampler2D _MainTex;
fixed4 _Color;

struct Input {
	float2 uv_MainTex;
};

void surf (Input IN, inout SurfaceOutput o) {
	VirtualCoord vcoord = VTComputeVirtualCoord( IN.uv_MainTex.xy );
	fixed4 c = VTSampleAlbedo( vcoord ) * _Color;
	o.Albedo = c.rgb;
	o.Alpha = c.a;
	o.Normal = UnpackNormal(VTSampleNormal( vcoord ));
}
ENDCG
}

FallBack "Amplify Texture/Legacy Shaders/Diffuse"
CustomEditor "VirtualMaterialEditor"
}
