59 lines
1.4 KiB
Plaintext
59 lines
1.4 KiB
Plaintext
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Shader "Hidden/TriLib/BuildHDRPMask"
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{
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Properties
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{
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_MetallicTex("_MetallicTex", 2D) = "black" {}
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_OcclusionTex("_OcclusionTex", 2D) = "white" {}
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_DetailMaskTex("_DetailMaskTex", 2D) = "black" {}
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_SmoothnessTex("_SmoothnessTex", 2D) = "gray" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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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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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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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.uv = v.uv;
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return o;
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}
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sampler2D _MetallicTex;
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sampler2D _OcclusionTex;
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sampler2D _DetailMaskTex;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed metallic = tex2D(_MetallicTex, i.uv).x;
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fixed occlusion = tex2D(_OcclusionTex, i.uv).x;
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fixed detail = tex2D(_DetailMaskTex, i.uv).x;
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fixed smoothness = tex2D(_MetallicTex, i.uv).w;
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return fixed4(metallic, occlusion, detail, smoothness);
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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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