Files
2025-06-04 09:09:39 +08:00

99 lines
2.6 KiB
GLSL

Shader "Hidden/MicroSplatMeshNormalize"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Control0("CT0", 2D) = "black" {}
_Control1("CT1", 2D) = "black" {}
_Control2("CT2", 2D) = "black" {}
_Control3("CT3", 2D) = "black" {}
_Control4("CT4", 2D) = "black" {}
_Control5("CT5", 2D) = "black" {}
_Control6("CT6", 2D) = "black" {}
_Control7("CT7", 2D) = "black" {}
_ControlIndex("Index", int) = 0
}
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;
int _ControlIndex; // texture we are modifying
sampler2D _Control0;
sampler2D _Control1;
sampler2D _Control2;
sampler2D _Control3;
sampler2D _Control4;
sampler2D _Control5;
sampler2D _Control6;
sampler2D _Control7;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 controlBuffer[8];
controlBuffer[0] = tex2D(_Control0, i.uv);
controlBuffer[1] = tex2D(_Control1, i.uv);
controlBuffer[2] = tex2D(_Control2, i.uv);
controlBuffer[3] = tex2D(_Control3, i.uv);
controlBuffer[4] = tex2D(_Control4, i.uv);
controlBuffer[5] = tex2D(_Control5, i.uv);
controlBuffer[6] = tex2D(_Control6, i.uv);
controlBuffer[7] = tex2D(_Control7, i.uv);
float total = 0;
for (int i = 0; i < 8; ++i)
{
total += controlBuffer[i].r;
total += controlBuffer[i].g;
total += controlBuffer[i].b;
total += controlBuffer[i].a;
}
total = max(total, 0.001);
for (int x = 0; x < 8; ++x)
{
controlBuffer[x].r /= total;
controlBuffer[x].g /= total;
controlBuffer[x].b /= total;
controlBuffer[x].a /= total;
}
return controlBuffer[_ControlIndex];
}
ENDCG
}
}
}