Shader "Hidden/TerrainTools/HeightBlit" { Properties { _MainTex ("Texture", any) = "" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); uniform float4 _MainTex_ST; uniform float _Height_Offset; uniform float _Height_Scale; 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 }; 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.xy, _MainTex); return o; } float4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float height = UnpackHeightmap(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord)); height = height * _Height_Scale + _Height_Offset; return PackHeightmap(height); } ENDCG } } Fallback Off }