EditorTool3D/Assets/TriLib/TriLibHDRP/Resources/Shaders/BuildHDRPMask.shader

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Shader "Hidden/TriLib/BuildHDRPMask"
{
Properties
{
_MetallicTex("_MetallicTex", 2D) = "black" {}
_OcclusionTex("_OcclusionTex", 2D) = "white" {}
_DetailMaskTex("_DetailMaskTex", 2D) = "black" {}
_SmoothnessTex("_SmoothnessTex", 2D) = "gray" {}
}
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;
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(_MetallicTex, i.uv).w;
return fixed4(metallic, occlusion, detail, smoothness);
}
ENDCG
}
}
}