BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/TextureTool/TerrainNormalMapRenderer.sh...

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Shader "Hidden/Griffin/TerrainNormalMapRenderer"
{
Properties
{
_TangentSpace("Tangent Space", Int) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" }
Blend One Zero
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : TEXCOORD0; //normal vector send to this channel in GL code
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 normal : TEXCOORD0;
};
int _TangentSpace;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
return o;
}
float4 frag (v2f i) : SV_Target
{
float3 n = _TangentSpace*float3(i.normal.x, i.normal.z, i.normal.y) + (1-_TangentSpace)*i.normal;
float3 normal = normalize(n);
float3 col = float3(
(normal.x + 1)/2,
(normal.y + 1)/2,
(normal.z + 1)/2);
#ifdef UNITY_COLORSPACE_GAMMA
return float4(col,1);
#else
return float4(GammaToLinearSpace(col.rgb), 1);
#endif
}
ENDCG
}
}
}