// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // ============================================================ // Name: NormalSwizzleShader // Author: Kenan Chabuk (@Kenamis) // This works in conjunction with the AtlasNormalShader that swizzles the alpha to red channel of the packed normal and blends them. // Then this post effect re-swizzles the normal into the packed format for use with standard shaders. // ============================================================ Shader "UMA/NormalSwizzleShader" { 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; half4 frag(v2f_img i) : COLOR { half4 r = tex2D(_MainTex, i.uv); //G and A are the important ones. #if defined(UNITY_NO_DXT5nm) return half4(r.r, r.g, r.b, 0); #else return half4(1, r.y, 1, r.x); #endif } ENDCG } } Fallback "Transparent/VertexLit" }