Shader "Hidden/TerrainTools/NoiseLib/DefaultPreview" { Properties { _MainTex ("Texture", any) = "" {} } SubShader { ZTest Always Cull OFF ZWrite Off HLSLINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_TexelSize; // 1/width, 1/height, width, height struct appdata_t { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert( appdata_t v ) { v2f o; o.vertex = UnityObjectToClipPos( v.vertex ); o.uv = v.uv; return o; } ENDHLSL Pass // 1 { Name "Noise Preview" HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4 frag( v2f i ) : SV_Target { float noiseVal = tex2D(_MainTex, i.uv); // display negative areas as a separate color float4 negativeColor = float4( 0, abs( noiseVal.x ), abs( noiseVal.x ), 1 ); float4 positiveColor = float4( noiseVal.xxx, 1 ); float t = max( sign( noiseVal.x ), 0 ); return lerp( negativeColor, positiveColor, t ); } ENDHLSL } } }