BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/Utilities/HeightMapDecodeGrayscale.sh...

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Shader "Hidden/Griffin/HeightMapDecodeGrayscale"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float4 color = tex2D(_MainTex, i.uv);
float h = GriffinDecodeFloatRG(color.rg);
return float4(h.xxx, 1);
}
ENDCG
}
}
}