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2025-06-09 23:23:13 +08:00

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Shader "Hidden/MicroVerse/StampPreview2D"
{
Properties
{
[NoScaleOffset]_Gradient ("Gradient", 2D) = "white" {}
[NoScaleOffset]_Stamp ("Stamp Map", 2D) = "black" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include_with_pragmas "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _Stamp;
sampler2D _Gradient;
float4 _Stamp_TexelSize;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half height = tex2D(_Stamp, i.uv).r;
half4 c = tex2D(_Gradient, float2(height,0));
float2 uvx = i.uv + float2(_Stamp_TexelSize.x, 0.0);
float2 uvy = i.uv + float2(0.0, _Stamp_TexelSize.y);
float x = tex2D(_Stamp, uvx).r;
float y = tex2D(_Stamp, uvy).r;
float2 dxy = height - float2(x, y);
float scale = 1;
dxy = dxy * scale / _Stamp_TexelSize.xy;
float3 normal = normalize(float3( dxy.x, dxy.y, 1.0)).xzy * 0.5 + 0.5;
normal.xyz = normal.xzy;
float lit = dot(normal, normalize(float3(1,1,1)));
return c * lit;
}
ENDCG
}
}
}