// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // ============================================================ // Name: AtlasDetailNormalPostShader // Author: Umut Ozkan // This works in conjunction with the AtlasDetailNormalShader. // ============================================================ Shader "UMA/AtlasDetailNormalPostShader" { Properties{ _MainTex("Normalmap", 2D) = "bump" {} } SubShader { Pass { Tags{ "LightMode" = "Vertex" } Fog{ Mode Off } Blend off Lighting Off Cull Off ZWrite Off ZTest Always CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; inline float4 PACK_INTERNAL(half3 unpacked) { #if defined(UNITY_NO_DXT5nm) half4 packednormal; packednormal.xyz = (unpacked.xyz + 1) / 2; packednormal.w = 1; return packednormal; #else half4 packednormal; packednormal.wy = (unpacked.xy + 1) / 2; packednormal.x = 1; packednormal.z = 1; return packednormal; #endif } half4 frag(v2f_img i) : COLOR { half4 normal = tex2D(_MainTex, i.uv); normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); half3 normalized = normalize(normal.xyz); return PACK_INTERNAL(normalized); } ENDCG } } Fallback "Transparent/VertexLit" }