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2025-11-30 08:35:03 +02:00

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