Shader "Hidden/GIDebug/TextureUV" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma vertex vert_surf #pragma fragment frag_surf #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" struct v2f_surf { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 _Decode_HDR; float _ConvertToLinearSpace; float _StaticUV1; v2f_surf vert_surf (appdata_full v) { v2f_surf o; o.pos = UnityObjectToClipPos(v.vertex); if (_StaticUV1) o.uv.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; else o.uv.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; return o; } float4 frag_surf (v2f_surf IN) : COLOR { float4 mainTexSampled = tex2D (_MainTex, IN.uv.xy); float3 result; if (_Decode_HDR.x > 0) result = float4 (DecodeHDR(mainTexSampled, _Decode_HDR), 1); else result = mainTexSampled.rgb; if (_ConvertToLinearSpace) result = LinearToGammaSpace (result); return float4 (result, 1); } ENDCG } } }