Shader "Hidden/UniGLTF/NormalMapExporter" { 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); // Convert from compressed normal value to usual normal value. col.xyz = (UnpackNormal(col) + 1) * 0.5; col.w = 1; return col; } ENDCG } } }