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2025-06-11 16:50:56 +09:00

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Shader "Hidden/ShowSmooth"
{
Properties {
_MetallicGlossMap ("_MetallicGlossMap", 3D) = "black" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MetallicGlossMap;
float4 _MetallicGlossMap_ST;
float4 _MetallicGlossMap_TexelSize;
float _Glossiness;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MetallicGlossMap);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return all(_MetallicGlossMap_TexelSize.zw <= 16) ? _Glossiness : tex2D(_MetallicGlossMap, i.uv).w;
}
ENDCG
}
}
}