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* MeshUtility を UniGLTF 下に移動 * Assets/VRM10 を追加 * JsonSchemaからのコード生成 UniGLTF/Editor/Generator を追加
64 lines
937 B
Plaintext
64 lines
937 B
Plaintext
Shader "UniVRM/NormalMapGltfToUnity"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f i) : SV_Target
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{
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half4 col = tex2D(_MainTex, i.uv);
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#if defined(UNITY_NO_DXT5nm)
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// This is a trick from UnpackNormal in UnityCG.cginc !!!!
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return col;
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#endif
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half4 normal;
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normal.x = 1.0;
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normal.y = col.y;
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normal.z = 1.0;
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normal.w = col.x;
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return normal;
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}
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ENDCG
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}
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}
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}
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