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

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2023-10-09 00:51:40 +08:00
Shader "Hidden/SamplerNode"
{
Properties
{
_B ("_UVs", 2D) = "white" {}
_C ("_Level", 2D) = "white" {}
_F ("_NormalScale", 2D) = "white" {}
_G ("Index", 2D) = "white" {}
_CustomUVs ("_CustomUVs", Int) = 0
_Unpack ("_Unpack", Int) = 0
_LodType ("_LodType", Int) = 0
_Sampler ("_Sampler", 2D) = "white" {}
_Sampler3D ("_Sampler3D", 3D) = "white" {}
_Array ("_Array", 2DArray) = "white" {}
_Cube( "_Cube", CUBE) = "white" {}
_Default ("_Default", Int) = 0
_Type ("_Type", Int) = 0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma exclude_renderers d3d9
#pragma target 3.5
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
sampler2D _F;
int _CustomUVs;
int _Unpack;
int _Default;
float4 frag( v2f_img i ) : SV_Target
{
if( _Default == 1 )
{
return 1;
}
else if( _Default == 2 )
{
return 0;
}
else if( _Default == 3 )
{
return 0.5f;
}
else if( _Default == 4 )
{
float4 h = float4(0.5,0.5,1,1);
if ( _Unpack == 1 )
{
h.rgb = UnpackScaleNormal( h.xxyy, tex2D( _F, i.uv ).r );
}
return h;
}
return 1;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma exclude_renderers d3d9
#pragma target 3.5
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
sampler2D _B;
sampler2D _C;
sampler2D _F;
sampler2D _G;
int _CustomUVs;
int _Unpack;
int _LodType;
UNITY_DECLARE_TEX2DARRAY (_Array);
samplerCUBE _Cube;
sampler2D _Sampler;
sampler3D _Sampler3D;
int _Type;
float4 frag (v2f_img i) : SV_Target
{
if (_Type == 4)
{
return UNITY_SAMPLE_TEX2DARRAY ( _Array, float3(i.uv, tex2D( _G, i.uv ).r ) );
}
else if (_Type == 3)
{
float3 uvs = float3(i.uv,0);
if (_CustomUVs == 1)
uvs = tex2D (_B, i.uv).xyz;
return texCUBE (_Cube, uvs);
}
else if (_Type == 2)
{
return tex3D (_Sampler3D, float3(i.uv,0));
}
else
{
float2 uvs = i.uv;
float4 c = 0;
if (_CustomUVs == 1)
uvs = tex2D (_B, i.uv).xy;
if (_LodType == 1)
{
float lod = tex2D (_C, i.uv).r;
c = tex2Dlod (_Sampler, float4(uvs,0,lod));
}
else if (_LodType == 2)
{
float bias = tex2D (_C, i.uv).r;
c = tex2Dbias (_Sampler, float4(uvs,0,bias));
}
else
{
c = tex2D (_Sampler, uvs);
}
if (_Unpack == 1)
{
float nscale = tex2D (_F, i.uv).r;
c.rgb = UnpackScaleNormal (c, nscale);
}
return c;
}
}
ENDCG
}
}
}