FateViewer/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendOpsNode.shader

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2023-10-09 00:51:40 +08:00
Shader "Hidden/BlendOpsNode"
{
Properties
{
_A ("_Source", 2D) = "white" {}
_B ("_Destiny", 2D) = "white" {}
_C ("_Alpha", 2D) = "white" {}
}
SubShader
{
Pass //colorburn
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( 1.0 - ( ( 1.0 - des) / max( src,0.00001)) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp(des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //colordodge
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( des/ max( 1.0 - src,0.00001 ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //darken
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( min( src , des ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //divide
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( des / max( src,0.00001) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //difference
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( abs( src - des ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //exclusion
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( 0.5 - 2.0 * ( src - 0.5 ) * ( des - 0.5 ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //softlight
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( 2.0f*src*des + des*des*(1.0f - 2.0f*src) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //hardlight
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src > 0.5 ? ( 1.0 - ( 1.0 - 2.0 * ( src - 0.5 ) ) * ( 1.0 - des ) ) : ( 2.0 * src * des ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //hardmix
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( round( 0.5 * ( src + des ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //lighten
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( max( src, des ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //linearburn
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src + des - 1.0 ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //lineardodge
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src + des ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //linearlight
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src > 0.5 ? ( des + 2.0 * src - 1.0 ) : ( des + 2.0 * ( src - 0.5 ) ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //multiply
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src * des ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //overlay
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( des > 0.5 ? ( 1.0 - 2.0 * ( 1.0 - des ) * ( 1.0 - src ) ) : ( 2.0 * des * src ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //pinlight
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src > 0.5 ? max( des, 2.0 * ( src - 0.5 ) ) : min( des, 2.0 * src ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //subtract
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( des - src ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //screen
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( 1.0 - ( 1.0 - src ) * ( 1.0 - des ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //vividlight
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src > 0.5 ? ( des / max( ( 1.0 - src ) * 2.0 ,0.00001) ) : ( 1.0 - ( ( ( 1.0 - des ) * 0.5 ) / max(src,0.00001) ) ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
}
}