Shader "Hidden/Griffin/HeightmapConverterEncodeRG" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 CGINCLUDE #include "UtilitiesCommon.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag0(v2f i) : SV_Target { float4 data = tex2D(_MainTex, i.uv); float height = data.r; float subdiv = data.g; float visibility = data.a; height = max(0, min(0.999999, height)); float2 encodedHeight = GriffinEncodeFloatRG(height); return float4(encodedHeight.xy, subdiv, visibility); } float4 frag1(v2f i) : SV_Target { float4 data = tex2D(_MainTex, i.uv); float height = data.r; height = max(0, min(0.999999, height)); float2 encodedHeight = GriffinEncodeFloatRG(height); return float4(encodedHeight.xy, 0, 0); } ENDCG Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag0 ENDCG } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag1 ENDCG } } }