BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/TextureTool/SteepnessMapGenerator.shader

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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
}
}
}