Shader "Es/InkPainter/PaintNormal" { Properties { [HideInInspector] _MainTex ("MainTex", 2D) = "white" {} [HideInInspector] _Brush ("Brush", 2D) = "white" {} [HideInInspector] _BrushNormal ("BrushNormal", 2D) = "white" {} [HideInInspector] _BrushScale ("BrushScale", Float) = 0.1 [HideInInspector] _BrushRotate ("Rotate", Float) = 0 [HideInInspector] _PaintUV ("Hit UV Position", Vector) = (0,0,0,0) [HideInInspector] _NormalBlend ("NormalBlend", Float) = 1 [KeywordEnum(USE_BRUSH, ADD, SUB MIN, MAX)] [HideInInspector] INK_PAINTER_NORMAL_BLEND ("Normal Blend Keyword", Float) = 0 [KeywordEnum(USE, UNUSE)] DXT5NM_COMPRESS ("use DXT5nm compressed", Float) = 0 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } }