// Ref: https://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/ Shader "Hidden/RS/TexelDensity" { SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "RSPropertiesCG.cginc" #include "RSUtilsCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float2 uvmip : TEXCOORD1; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _MainTex_TexelSize; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); //int mip = RS_MipMap(o.uv, _RS_Texture_TexelSize); o.uvmip = o.uv * _MainTex_TexelSize.zw / (_RS_Texture_TexelSize.zw / 4.0); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed4 mip = tex2D(_RS_Texture, i.uvmip); fixed4 res; res.rgb = lerp(col.rgb, mip.rgb, mip.a); res.a = col.a; return res; } ENDCG } } }