NormalMapEncoder.shader
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Shader "UniGLTF/NormalMapEncoder"
{
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
{
half4 col = tex2D(_MainTex, i.uv);
#if defined(UNITY_NO_DXT5nm)
// This is a trick from UnpackNormal in UnityCG.cginc !!!!
return col;
#endif
half4 normal;
normal.x = 1.0;
normal.y = col.y;
normal.z = 1.0;
normal.w = col.x;
return normal;
}
ENDCG
}
}
}