Shader "Hidden/Griffin/GeometricalHeightMapRenderer" { Properties { } SubShader { Tags { "RenderType"="Transparent" } Blend One Zero Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UtilitiesCommon.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 localPos : TEXCOORD1; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.localPos = v.vertex; return o; } float4 frag (v2f i) : SV_Target { float height = saturate(i.localPos.z); float2 enc = GriffinEncodeFloatRG(height); return float4(enc.x, enc.y, 0, 1); } ENDCG } } }