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