99 lines
2.6 KiB
GLSL
99 lines
2.6 KiB
GLSL
Shader "Hidden/MicroSplatMeshNormalize"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Control0("CT0", 2D) = "black" {}
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_Control1("CT1", 2D) = "black" {}
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_Control2("CT2", 2D) = "black" {}
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_Control3("CT3", 2D) = "black" {}
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_Control4("CT4", 2D) = "black" {}
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_Control5("CT5", 2D) = "black" {}
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_Control6("CT6", 2D) = "black" {}
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_Control7("CT7", 2D) = "black" {}
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_ControlIndex("Index", int) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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int _ControlIndex; // texture we are modifying
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sampler2D _Control0;
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sampler2D _Control1;
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sampler2D _Control2;
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sampler2D _Control3;
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sampler2D _Control4;
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sampler2D _Control5;
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sampler2D _Control6;
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sampler2D _Control7;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 controlBuffer[8];
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controlBuffer[0] = tex2D(_Control0, i.uv);
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controlBuffer[1] = tex2D(_Control1, i.uv);
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controlBuffer[2] = tex2D(_Control2, i.uv);
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controlBuffer[3] = tex2D(_Control3, i.uv);
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controlBuffer[4] = tex2D(_Control4, i.uv);
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controlBuffer[5] = tex2D(_Control5, i.uv);
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controlBuffer[6] = tex2D(_Control6, i.uv);
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controlBuffer[7] = tex2D(_Control7, i.uv);
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float total = 0;
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for (int i = 0; i < 8; ++i)
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{
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total += controlBuffer[i].r;
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total += controlBuffer[i].g;
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total += controlBuffer[i].b;
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total += controlBuffer[i].a;
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}
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total = max(total, 0.001);
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for (int x = 0; x < 8; ++x)
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{
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controlBuffer[x].r /= total;
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controlBuffer[x].g /= total;
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controlBuffer[x].b /= total;
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controlBuffer[x].a /= total;
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}
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return controlBuffer[_ControlIndex];
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}
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ENDCG
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}
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}
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}
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