Shader "Hidden/Griffin/SteepnessMapGenerator" { Properties { _BumpMap ("Bump Map", 2D) = "bump" {} } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _BumpMap; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag (v2f i) : SV_Target { float4 col = tex2D(_BumpMap, i.uv); float3 normalY = col.g*2 - 1; float steepness = 1 - normalY; return float4(steepness, steepness, steepness, 1); } ENDCG SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }