// // Used by Texture packer fast. It ignores fog and renders the alpha channel of source textures. Shader "MeshBaker/Unlit/UnlitWithAlpha" { Properties { _MainTex ("Base (RGBA)", 2D) = "white" {} [Toggle(_SWIZZLE_NORMAL_CHANNELS_NM)] _SwizzleNormalMapChannelsNM("_SwizzleNormalMapChannelsNM", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #pragma shader_feature _SWIZZLE_NORMAL_CHANNELS_NM #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.texcoord); #ifdef _SWIZZLE_NORMAL_CHANNELS_NM float3 normal = UnpackNormal(tex2D(_MainTex, i.texcoord)); float3 packedNormal = saturate(normalize(normal) * .5 + .5); col = float4(packedNormal, 1); #endif return col; } ENDCG } } }