67 lines
1.3 KiB
Plaintext
67 lines
1.3 KiB
Plaintext
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Shader "Hidden/SimpleAddOpNode"
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{
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Properties
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{
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_A ("_A", 2D) = "white" {}
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_B ("_B", 2D) = "white" {}
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_C ("_C", 2D) = "white" {}
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_D ("_D", 2D) = "white" {}
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_E ("_E", 2D) = "white" {}
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_F ("_F", 2D) = "white" {}
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_G ("_G", 2D) = "white" {}
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_H ("_H", 2D) = "white" {}
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_I ("_I", 2D) = "white" {}
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_J ("_J", 2D) = "white" {}
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_Count ("_Count", Int) = 0
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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sampler2D _E;
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sampler2D _F;
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sampler2D _G;
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sampler2D _H;
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sampler2D _I;
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sampler2D _J;
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int _Count;
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float4 frag( v2f_img i ) : SV_Target
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{
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float4 a = tex2D( _A, i.uv );
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float4 b = tex2D( _B, i.uv );
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float4 final = a + b;
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if( _Count > 2 )
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final += tex2D( _C, i.uv );
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if( _Count > 3 )
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final += tex2D( _D, i.uv );
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if( _Count > 4 )
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final += tex2D( _E, i.uv );
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if( _Count > 5 )
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final += tex2D( _F, i.uv );
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if( _Count > 6 )
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final += tex2D( _G, i.uv );
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if( _Count > 7 )
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final += tex2D( _H, i.uv );
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if( _Count > 8 )
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final += tex2D( _I, i.uv );
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if( _Count > 9 )
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final += tex2D( _J, i.uv );
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return final;
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}
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ENDCG
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}
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}
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}
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