ict.lixian.single/Assets/Editor/Gq_Tools/creatMask/creatMask.shader

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Shader "Hidden/recaculateNormalmap"
{
Properties
{
_MainTex("m",2D)="white"{}
// _MetallicTex ("_MetallicTex", 2D) = "white" {}
//_OcclusionTex("_OcclusionTex", 2D) = "white" {}
//_DetailMaskTex("_DetailMaskTex", 2D) = "white" {}
//_SmoothnessTex("_SmoothnessTex", 2D) = "white" {}
}
SubShader
{
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;
sampler2D _MetallicTex;
sampler2D _OcclusionTex;
sampler2D _DetailMaskTex;
sampler2D _SmoothnessTex;
int isUseRoughness;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex,i.uv);
col.r = tex2D(_MetallicTex, i.uv).r;
col.g = tex2D(_OcclusionTex, i.uv).g;
col.b = tex2D(_DetailMaskTex, i.uv).b;
if(isUseRoughness==0)
col.a = tex2D(_SmoothnessTex, i.uv).r;
else
col.a = 1-tex2D(_SmoothnessTex, i.uv).r;
return col;
}
ENDCG
}
}
}