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TexturePackerSimple.shader
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125 lines (112 loc) · 3.74 KB
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Shader "Hidden/TexturePackerSimple"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RedTex ("Metallic Texture", 2D) = "white" {}
_GreenTex ("Smoothness Texture", 2D) = "white" {}
_BlueTex ("Ambient Occlusion Texture", 2D) = "white" {}
_RedChannel ("Red Channel", Int) = 0
_GreenChannel ("Green Channel", Int) = 0
_BlueChannel ("Blue Channel", Int) = 0
_RedDefault ("Red Default", Float) = 1
_GreenDefault ("Red Default", Float) = 1
_BlueDefault ("Red Default", Float) = 1
_RedInvert ("Red Invert", Int) = 0
_GreenInvert ("Green Invert", Int) = 0
_BlueInvert ("Blue Invert", Int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
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;
};
float4 _MainTex_ST;
sampler2D _MainTex;
sampler2D _RedTex;
sampler2D _GreenTex;
sampler2D _BlueTex;
int _RedChannel;
int _GreenChannel;
int _BlueChannel;
float _RedDefault;
float _GreenDefault;
float _BlueDefault;
int _RedInvert;
int _GreenInvert;
int _BlueInvert;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target
{
float red, green, blue;
if(_RedChannel == -1)
{
red = _RedDefault;
}
else
{
red = tex2D(_RedTex, i.uv)[_RedChannel];
if(_RedInvert == 1)
{
// Gamma correction
half3 redLinear = LinearToGammaSpace(red);
redLinear = 1 - redLinear;
red = GammaToLinearSpace(redLinear);
}
}
if(_GreenChannel == -1)
{
green = _GreenDefault;
}
else
{
green = tex2D(_GreenTex, i.uv)[_GreenChannel];
if(_GreenInvert == 1)
{
// Gamma correction
half3 greenLinear = LinearToGammaSpace(green);
greenLinear = 1 - greenLinear;
green = GammaToLinearSpace(greenLinear);
}
}
if(_BlueChannel == -1)
{
blue = _BlueDefault;
}
else
{
blue = tex2D(_BlueTex, i.uv)[_BlueChannel];
if(_BlueInvert == 1)
{
// Gamma correction
half3 blueLinear = LinearToGammaSpace(blue);
blueLinear = 1 - blueLinear;
blue = GammaToLinearSpace(blueLinear);
}
}
return float4(red, green, blue, 1);
}
ENDCG
}
}
}