BITFALL/Assets/Plugins/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/ErosionTool/ErosionDataView.shader

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Shader "Hidden/Polaris/ErosionDataView"
{
Properties
{
_MainTex ("Texture", 2D) = "white" { }
_Scale ("Scale", float) = 1
_Channel ("Channel", float) = 0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex: POSITION;
float2 uv: TEXCOORD0;
};
struct v2f
{
float2 uv: TEXCOORD0;
float4 vertex: SV_POSITION;
};
sampler2D _MainTex;
float _Scale;
float _Channel;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 frag(v2f i): SV_Target
{
float4 data = tex2D(_MainTex, i.uv);
float value = data[_Channel] * _Scale;
float4 tint = float4(1, 0, 0, 1) * (_Channel == 0) + float4(0, 1, 0, 1) * (_Channel == 1) + float4(0, 0, 1, 1) * (_Channel == 2) + float4(1, 1, 1, 1) * (_Channel == 3);
return tint * value;
}
ENDCG
}
}
}