67 lines
1.2 KiB
Plaintext
67 lines
1.2 KiB
Plaintext
Shader "Hidden/NormalChannel"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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// fixed4 frag (v2f i) : SV_Target
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// {
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// float4 col = tex2D(_MainTex, i.uv);
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// float4 res = float4(col.a, col.g, 1, 1);
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// //res = float4(0.5,0.5,1,1);
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// //res.xyz = GammaToLinearSpaceExact(res.xyz);
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// // If a texture is marked as a normal map
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// // the values are stored in the A and G channel.
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// return res;
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// }
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float4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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// If a texture is marked as a normal map
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// the values are stored in the A and G channel.
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float3 unpacked = UnpackNormal(col);
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float4 result = float4(unpacked * 0.5f + 0.5f, 1);
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return result;
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}
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ENDCG
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}
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}
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}
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