Shader "Enviro/BumpedDiffuseOverlaySM2" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _Opacity ("Color over opacity", Range (0, 1)) = 1 _MainTex ("Color over (RGBA)", 2D) = "white" {} _BumpMap ("Normalmap over", 2D) = "bump" {} _MainTex2 ("Color under (RGBA)", 2D) = "white" {} _BumpMap2 ("Normalmap under", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf Lambert #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _MainTex2; sampler2D _BumpMap2; fixed4 _Color; float _Opacity; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_MainTex2; float2 uv_BumpMap2; }; void surf (Input IN, inout SurfaceOutput o) { float4 tex = tex2D(_MainTex, IN.uv_MainTex); float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2); float4 dest; _Opacity*=tex.a; dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb); dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity); dest.rgb *= _Color.rgb; o.Albedo = dest.rgb; o.Alpha = tex2.a * _Color.a; float4 norm = tex2D(_BumpMap, IN.uv_BumpMap); float4 norm2 = tex2D(_BumpMap2, IN.uv_BumpMap2); dest = norm2<=0.5 ? 2*norm*norm2 : 1-2*(1-norm)*(1-norm2); dest = lerp(norm2, dest, _Opacity); o.Normal = UnpackNormal(dest); } ENDCG } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf Lambert #pragma only_renderers flash sampler2D _MainTex; sampler2D _MainTex2; fixed4 _Color; float _Opacity; struct Input { float2 uv_MainTex; float2 uv_MainTex2; }; void surf (Input IN, inout SurfaceOutput o) { float4 tex = tex2D(_MainTex, IN.uv_MainTex); float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2); float4 dest; _Opacity*=tex.a; dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb); dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity); dest.rgb *= _Color.rgb; o.Albedo = dest.rgb; o.Alpha = tex2.a * _Color.a; } ENDCG } FallBack "Bumped Diffuse" } Anyone to help me fix this??