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 } } }