I am using the normal camera, works great on a quad just not a unity sprite or a 2dtk sprite
I have got it almost working on a 2dtk sprite using this shader
Shader "Sprites/Bumped Diffuse with Shadows"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_Cutoff ("Alpha Cutoff", Range (0,1)) = 0.5
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="TransparentCutOut"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
LOD 300
Cull Off
Lighting On
ZWrite Off
Fog { Mode Off }
CGPROGRAM
#pragma surface surf Lambert alpha vertex:vert addshadow alphatest:_Cutoff
#pragma multi_compile DUMMY PIXELSNAP_ON
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
fixed4 color;
};
void vert (inout appdata_full v, out Input o)
{
#if defined(PIXELSNAP_ON) && !defined(SHADER_API_FLASH)
v.vertex = UnityPixelSnap (v.vertex);
#endif
v.normal = float3(0,0,-1);
v.tangent = float4(1, 0, 0, 1);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = _Color;
}
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
Fallback "Transparent/Cutout/Diffuse"
}
But the normal map map doesn't seem quite correct when compared to the quad. Not a shader guy so not sure what to change. Also when using the above with deferred lighting the sprite appears almost unlit
Not sure how to post a pic but Ive attached 2 images, the skeleton on the right is the quad in both, the deferred on is how it looks with deferred lighing