You can also add some controls to your normal map shader that lets a user adjust the intensity of the normal map. This is easily done by modifying the x and y components of the normal map variable and then adding it all back together. Add another property to the Properties block and name it _NormalMapIntensity:
In this case, we are giving the property the ability to be between 0 and 3 with a default value of 1. Once created, you'll need to add the variable inside the SubShader:
// Link the property to the CG program sampler2D _NormalTex; float4 _MainTint; float _NormalMapIntensity;
After the property is added, we can make use of it. Multiply the x and y components of the unpacked normal map and reapply this value to the normal map variable with the bolded changes:
void surf (Input IN, inout SurfaceOutputStandard o) { // Use the tint provided as the base color for the material o.Albedo = _MainTint;
// Get the normal data out of the normal map texture // using the UnpackNormal function float3 normalMap = UnpackNormal(tex2D(_NormalTex, IN.uv_NormalTex)); normalMap.x *= _NormalMapIntensity; normalMap.y *= _NormalMapIntensity;
// Apply the new normal to the lighting model o.Normal = normalize(normalMap.rgb); }
Normal vectors are supposed to have lengths equal to one. Multiplying them for _NormalMapIntensity changes their length, making normalization necessary. The normalize function will take the vector and adjust it so that it is pointing in the correct direction but with a length of one, which is what we are looking for.
Now, you can let a user adjust the intensity of the normal map in the material's Inspector tab, as follows:
The following screenshot shows the result of modifying the normal map with our scalar values: