// Ref: https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-28-mipmap-level-measurement // https://github.com/jintiao/MipmapLevel/blob/master/Assets/MipmapColor.shader Shader "Hidden/RS/MipMaps" { SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.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; float4 _MipMapColors[15]; // max mipmaps = 1 + floor(log2(maxTexSize)) int _Max; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); int mips = RS_MipCount(_MainTex_TexelSize); float2 mipuv = v.uv * (_MainTex_TexelSize.zw / mips); o.uvmip = TRANSFORM_TEX(mipuv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { int mipLevels = 1 + floor(log2(max(_MainTex_TexelSize.z, _MainTex_TexelSize.w))); // int m = RS_MipMap(i.uvmip, _MainTex_TexelSize); int m = RS_M(i.uvmip, _MainTex_TexelSize); // int m = RS_Mip(i.uvmip, _MainTex_TexelSize, mipLevels); // m = clamp(m, 0, _Max); // m = RS_Remap(m, 0, 15, 0, _Max); fixed4 mip = _MipMapColors[m]; fixed4 col = tex2D(_MainTex, i.uv); fixed4 res; res.rgb = lerp(col.rgb, mip.rgb, mip.a); res.a = col.a; return res; } ENDCG } } }