Shader "UniGLTF/NormalMapEncoder" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always 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; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; fixed4 frag(v2f i) : SV_Target { half4 col = tex2D(_MainTex, i.uv); half4 normal; normal.x = 1.0; normal.y = col.y; normal.z = 1.0; normal.w = col.x; return normal; } ENDCG } } }