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RebuildNormal.shader
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Shader "LX/RebuildNormal"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Pixel ("Pixel", int) = 1
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
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;
float3 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
int _Pixel;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 color=tex2D(_MainTex,floor(i.uv*_Pixel)/_Pixel);
fixed3 normal=normalize(cross(ddy(i.worldPos),ddx(i.worldPos)));
fixed3 worldNormal=UnityObjectToWorldNormal(normal);
fixed diffuse=saturate(dot(worldNormal,UnityWorldSpaceLightDir(i.worldPos)));
return fixed4(diffuse*fixed3(1,1,1),1)*color;
}
ENDCG
}
}
}