69 lines
1.7 KiB
Plaintext
69 lines
1.7 KiB
Plaintext
Shader "Hidden/GTS_RemapMaskMapAOSmoothness"
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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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_MaskMap("MaskMap", 2D) = "white" {}
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_AORemap("AORemap", Vector) = (1,1,1,1)
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_SmoothnessRemap("SmoothnessRemap", Vector) = (1,1,1,1)
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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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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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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sampler2D _MainTex;
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sampler2D _MaskMap;
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float2 _AORemap;
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float2 _SmoothnessRemap;
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float Remap(float value, float from1, float to1, float from2, float to2)
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{
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return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 maskMap = tex2D(_MaskMap, i.uv);
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float remappedAO = Remap(maskMap.g, 0 , 1, _AORemap.x, _AORemap.y);
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float remappedSmoothness = Remap(maskMap.a, 0, 1, _SmoothnessRemap.x, _SmoothnessRemap.y);
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return float4(0,remappedAO, 0, remappedSmoothness);
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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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