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path: root/Assets/ThirdParty/VRM/VRM/UniGLTF/Resources/Shaders/NormalMapDecoder.shader
blob: 76b76f285c6f15eb1602c0f40bedc8aff85f36e9 (plain)
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Shader "UniGLTF/NormalMapDecoder"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
	}
	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;

			fixed4 frag (v2f i) : SV_Target
			{
				half4 col = tex2D(_MainTex, i.uv);

				col.xyz = (UnpackNormal(col) + 1) * 0.5;
				col.w = 1;

				return col;
			}
			ENDCG
		}
	}
}