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Shader "Hidden/ParallaxMappingNode"
{
Properties
{
_A ("_UV", 2D) = "white" {}
_B ("_Height", 2D) = "white" {}
_C ("_Scale", 2D) = "white" {}
_D ("_ViewDirTan", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
float _ParallaxType;
float4 frag(v2f_img i) : SV_Target
{
float2 uv = tex2D( _A, i.uv ).rg;
float h = tex2D( _B, i.uv ).r;
float s = tex2D( _C, i.uv ).r;
float3 vt = tex2D( _D, i.uv ).xyz;
float2 parallaxed = uv;
if ( _ParallaxType == 1 ) {
parallaxed = ( ( h - 1 )*( vt.xy / vt.z ) * s ) + uv;
}
else {
parallaxed = ( ( h - 1 )*( vt.xy ) * s ) + uv;
}
return float4(parallaxed, 0 , 0);
}
ENDCG
}
}
}
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