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