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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:
_NormalMapIntensity("Normal intensity", Range(0,3)) = 1
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:
