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PotionMaker/Assets/MeshBaker/Resources/Shaders/NormalMapShaderSwizzle.shader
2026-03-27 16:34:08 +09:00

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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
}
}
}