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Question by lordpx · Jan 24, 2016 at 12:56 PM · shaderheightmapstandardtexture compressionchannels

Blue channel for height in standard shader

Hello,

I want to make standard shader that for height requires information in B channel of texture. What I need to change in code to make this work? Or maybe someone could point me in some direction how to do it?

Sorry, I dont know anything about shader coding :/

Best.

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Answer by BTCallahan · May 06, 2016 at 03:28 PM

@lordpx I'm assuming you're using a plane with several subdivisions (as opposed to a terrain object)? If that's the case then hopefully the following should help you out:

 Shader "Custom/HeightMap" {
 Properties {
     _Color ("Color", Color) = (1,1,1,1)
     _MainTex ("Albedo (RGB)", 2D) = "white" {}
     _HeightMapTex ("Height Map", 2D) = "white" {}
     _HeightMapFactor ("Factor", Range(0.001,10)) = 1.0//optional, you may want more control over how much the texture influences the height
     }
     SubShader {
     Tags { "RenderType"="Opaque" }
     LOD 200
             
     CGPROGRAM
     
     #pragma surface surf Standard fullforwardshadows vertex:vert
     
     #pragma target 3.0 //or whatever your target is
     
     sampler2D _HeightMapTex;
     sampler2D _Color;
     fixed4 _Color;
     float _HeightMapFactor;
 
     struct Input {
         float2 uv_MainTex;
     };
 
     void vert (inout appdata_full v) {
         v.vertex.y += _HeightMapTex.b * _HeightMapFactor;
         //alternatively:  v.vertex.y = _HeightMapTex.b * _HeightMapFactor;
     }
     //After that just put in a standard surface shader
     void surf (Input IN, inout SurfaceOutputStandard o) {
         // Albedo comes from a texture tinted by color
         fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
         o.Albedo = c.rgb;
     }
     ENDCG
 } 
 FallBack "Diffuse"
 }
 
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