rj-action-library/Runtime/Shading/Shaders/Baking/NormalMapView.gdshader

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shader_type spatial;
render_mode blend_mix, unshaded, alpha_to_coverage;
uniform sampler2D screenMap: hint_screen_texture, repeat_disable, filter_nearest;
uniform sampler2D normalMap: hint_normal_roughness_texture, repeat_disable, filter_nearest;
void vertex()
{
POSITION = vec4( VERTEX.xy, 0.1, 1.0 );
}
void fragment()
{
ALBEDO = textureLod( normalMap, UV, 0 ).rgb;
ALPHA = textureLod( screenMap, UV, 0 ).w;
}