Shader "MeshBaker/NormalMapShaderSwizzle" { Properties { _MainTex("Texture", 2D) = "white" {} } 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; float4 _MainTex_ST; fixed4 ConvertNormalFormatFromUnity_ToStandard(fixed4 c) { fixed4 n; n.a = 0.0; n.x = c.a * 2.0 - 1.0; n.y = c.g * 2.0 - 1.0; n.z = sqrt(1 - n.x * n.x - n.y * n.y); //now repack in the regular format fixed4 cc; cc.a = 1.0; cc.r = ((n.x + 1.0) * 0.5); cc.g = ((n.y + 1.0) * 0.5); cc.b = ((n.z + 1.0) * 0.5); return cc; } v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { // Sample the texture fixed4 texColor = tex2D(_MainTex, i.uv); // Swizzle the color channels fixed4 swizzledColor = ConvertNormalFormatFromUnity_ToStandard(texColor); return swizzledColor; } ENDCG } } }