Detail Texture

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Shader "zff/Detail"{    Properties    {        _MainTex("Texture",2D)="white"{}        _BumpMap("BumpMap",2D)="bump"{}        _Detail("Detail",2D)="gray"{}    }    SubShader    {        Tags{"RenderType"="Opaque"}        CGPROGRAM        #pragma surface surf Lambert        struct Input        {            float2 uv_MainTex;            float2 uv_BumpMap;            float2 uv_Detail;        };        sampler2D _MainTex;        sampler2D _BumpMap;        sampler2D _Detail;        void surf(Input IN,inout SurfaceOutput o)        {            o.Albedo = tex2D(_MainTex,IN.uv_MainTex).rgb;            o.Albedo *= tex2D(_Detail,IN.uv_Detail).rgb * 2;            o.Normal = UnpackNormal(tex2D(_BumpMap,IN.uv_BumpMap));        }        ENDCG    }    Fallback "Diffuse"}
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