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

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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
}
}
}