Shader "Hidden/MicroSplat/ExtractHeight" { Properties { _MainTex ("Texture", 2DArray) = "white" {} } 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; } UNITY_DECLARE_TEX2DARRAY(_MainTex); int index; fixed4 frag (v2f i) : SV_Target { float h = UNITY_SAMPLE_TEX2DARRAY(_MainTex, float3(i.uv, index)).a; return fixed4(h,h,h,h); } ENDCG } } }