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- Shader "Hidden/TriLib/BuildHDRPMask"
- {
- Properties
- {
- }
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
- 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;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- sampler2D _MetallicTex;
- sampler2D _OcclusionTex;
- sampler2D _DetailMaskTex;
- sampler2D _SmoothnessTex;
- fixed4 frag (v2f i) : SV_Target
- {
- fixed metallic = tex2D(_MetallicTex, i.uv).x;
- fixed occlusion = tex2D(_OcclusionTex, i.uv).x;
- fixed detail = tex2D(_DetailMaskTex, i.uv).x;
- fixed smoothness = tex2D(_SmoothnessTex, i.uv).x;
- return fixed4(metallic, occlusion, detail, smoothness);
- }
- ENDCG
- }
- }
- }
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