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Fishing2/Assets/Procedural Worlds/Packages - Install/GTS/Shaders/ConversionShaders/GTS_RemapMaskMapAOSmoothness.shader
2026-02-28 12:43:44 +08:00

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Shader "Hidden/GTS_RemapMaskMapAOSmoothness"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MaskMap("MaskMap", 2D) = "white" {}
_AORemap("AORemap", Vector) = (1,1,1,1)
_SmoothnessRemap("SmoothnessRemap", Vector) = (1,1,1,1)
}
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;
}
sampler2D _MainTex;
sampler2D _MaskMap;
float2 _AORemap;
float2 _SmoothnessRemap;
float Remap(float value, float from1, float to1, float from2, float to2)
{
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 maskMap = tex2D(_MaskMap, i.uv);
float remappedAO = Remap(maskMap.g, 0 , 1, _AORemap.x, _AORemap.y);
float remappedSmoothness = Remap(maskMap.a, 0, 1, _SmoothnessRemap.x, _SmoothnessRemap.y);
return float4(0,remappedAO, 0, remappedSmoothness);
}
ENDCG
}
}
}