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

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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
}
}
}