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commit 51cc9df14f
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Shader "Hidden/LinearMaterial"
{
Properties
{
_MainTex( "Texture", any ) = "" {}
_BackGround( "Back", 2D) = "white" {}
}
SubShader
{
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _MainTex;
uniform float4 _MainTex_ST;
float4 _Mask;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
float4 c = tex2D( _MainTex, i.texcoord );
c.rgb *= _Mask.rgb;
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
Pass { // sphere preview = true, alpha mask = false
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _MainTex;
uniform float4 _MainTex_ST;
float _InvertedZoom;
float4 _Mask;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
float2 p = 2 * i.texcoord - 1;
float r = sqrt( dot( p,p ) );
float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) );
float4 c = tex2D( _MainTex, i.texcoord );
c.rgb *= _Mask.rgb;
c.rgb *= alpha;
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _BackGround;
uniform float4 _MainTex_ST;
uniform float4 _BackGround_ST;
float _InvertedZoom;
float4 _Mask;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
float3 back = tex2D( _BackGround, ( i.texcoord * 2 - 1 ) * _InvertedZoom).b;
float4 c = tex2D( _MainTex, i.texcoord );
c.rgb *= _Mask.rgb;
c.rgb = lerp( back, c.rgb, c.a );
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _BackGround;
uniform float4 _MainTex_ST;
uniform float4 _BackGround_ST;
float _InvertedZoom;
float4 _Mask;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
float2 p = 2 * i.texcoord - 1;
float3 back = tex2D( _BackGround, p * _InvertedZoom).b;
float r = sqrt( dot( p,p ) );
float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) );
float4 c = 0;
c = tex2D( _MainTex, i.texcoord );
c.rgb *= _Mask.rgb;
c.rgb = lerp( back, c.rgb, c.a * alpha);
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
}
Fallback Off
}

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Shader "Hidden/ACosOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return acos(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/ASinOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return asin(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/ATan2OpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
return atan2(a, b);
}
ENDCG
}
}
}

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Shader "Hidden/ATanOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return atan(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/AbsOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return abs(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/AppendNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_C", 2D) = "white" {}
_D ("_D", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
float4 frag(v2f_img i) : SV_Target
{
float x = tex2D(_A, i.uv).x;
float y = tex2D(_B, i.uv).y;
float z = tex2D(_C, i.uv).z;
float w = tex2D(_D, i.uv).w;
return float4(x,y,z,w);
}
ENDCG
}
}
}

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Shader "Hidden/BlendNormalsNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_C", 2D) = "white" {}
}
SubShader
{
CGINCLUDE
#pragma vertex vert_img
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
float3 BlendNormalWorldspaceRNM(float3 n1, float3 n2, float3 vtxNormal)
{
float4 q = float4(cross(vtxNormal, n2), dot(vtxNormal, n2) + 1.0) / sqrt(2.0 * (dot(vtxNormal, n2) + 1));
return n1 * (q.w * q.w - dot(q.xyz, q.xyz)) + 2 * q.xyz * dot(q.xyz, n1) + 2 * q.w * cross(q.xyz, n1);
}
float3 BlendNormalRNM(float3 n1, float3 n2)
{
float3 t = n1.xyz + float3(0.0, 0.0, 1.0);
float3 u = n2.xyz * float3(-1.0, -1.0, 1.0);
float3 r = (t / t.z) * dot(t, u) - u;
return r;
}
ENDCG
Pass
{
CGPROGRAM
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float3 a = tex2D( _A, i.uv ).rgb;
float3 b = tex2D( _B, i.uv ).rgb;
return float4(BlendNormals(a, b), 0);
}
ENDCG
}
Pass
{
CGPROGRAM
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float3 a = tex2D(_A, i.uv).rgb;
float3 b = tex2D(_B, i.uv).rgb;
return float4(BlendNormalRNM(a, b), 0);
}
ENDCG
}
Pass
{
CGPROGRAM
sampler2D _A;
sampler2D _B;
sampler2D _C;
float4 frag(v2f_img i) : SV_Target
{
float3 a = tex2D(_A, i.uv).rgb;
float3 b = tex2D(_B, i.uv).rgb;
float3 c = tex2D(_C, i.uv).rgb;
return float4(BlendNormalWorldspaceRNM(a,b,c), 0);
}
ENDCG
}
}
}

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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
}
}
}

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Shader "Hidden/BreakToComponentsNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return tex2D( _A, i.uv ).x;
}
ENDCG
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return tex2D( _A, i.uv ).y;
}
ENDCG
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return tex2D( _A, i.uv ).z;
}
ENDCG
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return tex2D( _A, i.uv ).w;
}
ENDCG
}
}
}

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Shader "Hidden/CeilOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return ceil(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/ClampOpNode"
{
Properties
{
_A ("_Value", 2D) = "white" {}
_B ("_Min", 2D) = "white" {}
_C ("_Max", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
float4 frag(v2f_img i) : SV_Target
{
float4 value = tex2D( _A, i.uv );
float4 min = tex2D( _B, i.uv );
float4 max = tex2D( _C, i.uv );
return clamp(value, min, max);
}
ENDCG
}
}
}

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Shader "Hidden/Clip"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_C", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
float4 c = tex2D( _C, i.uv );
clip(b - c);
return a;
}
ENDCG
}
}
}

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@@ -0,0 +1,25 @@
Shader "Hidden/ClipPlanes"
{
Properties
{
_PlaneId ("_PlaneId", Int) = 0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
int _PlaneId;
float4 frag( v2f_img i ) : SV_Target
{
return unity_CameraWorldClipPlanes[_PlaneId];
}
ENDCG
}
}
}

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@@ -0,0 +1,24 @@
Shader "Hidden/ColorNode"
{
Properties {
_InputColor ("_InputColor", Color) = (0,0,0,0)
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
float4 _InputColor;
float4 frag( v2f_img i ) : SV_Target
{
return _InputColor;
}
ENDCG
}
}
}

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@@ -0,0 +1,19 @@
Shader "Hidden/ColorSpaceDouble"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag( v2f_img i ) : SV_Target
{
return unity_ColorSpaceDouble;
}
ENDCG
}
}
}

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Shader "Hidden/TFHCCompareEqual"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_True", 2D) = "white" {}
_D ( "_False", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _Operator;
float4 frag(v2f_img i) : SV_Target
{
float A = tex2D( _A, i.uv ).x;
float B = tex2D( _B, i.uv ).x;
float4 True = tex2D( _C, i.uv );
float4 False = tex2D ( _D, i.uv );
if( _Operator == 0 )
return ( ( A == B ) ? True : False );
else if( _Operator == 1 )
return ( ( A != B ) ? True : False );
else if( _Operator == 2 )
return ( ( A > B ) ? True : False );
else if( _Operator == 3 )
return ( ( A >= B ) ? True : False );
else if( _Operator == 4 )
return ( ( A < B ) ? True : False );
else
return ( ( A <= B ) ? True : False );
}
ENDCG
}
}
}

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Shader "Hidden/ComponentMaskNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float _Singular;
float4 _Order;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 r = 0;
if(_Singular == 0)
r = a.x;
else if(_Singular == 1)
r = a.y;
else if(_Singular == 2)
r = a.z;
else if(_Singular == 3)
r = a.w;
if ( _Order.x == 0 )
r.x = a.x;
else if(_Order.y == 0)
r.x = a.y;
else if(_Order.z == 0)
r.x = a.z;
else if(_Order.w == 0)
r.x = a.w;
if(_Order.y == 1)
r.y = a.y;
else if(_Order.z == 1)
r.y = a.z;
else if(_Order.w == 1)
r.y = a.w;
if(_Order.z == 2)
r.z = a.z;
else if(_Order.w == 2)
r.z = a.w;
if(_Order.w == 3)
r.w = a.w;
return r;
}
ENDCG
}
}
}

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Shader "Hidden/ComputeScreenPos"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 screenPos = ComputeScreenPos(a);
return screenPos;
}
ENDCG
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag (v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 screenPos = ComputeScreenPos(a);
screenPos = screenPos / screenPos.w;
screenPos.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? screenPos.z : screenPos.z* 0.5 + 0.5;
return screenPos;
}
ENDCG
}
}
}

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Shader "Hidden/Preview_ConditionalIfNode"
{
Properties
{
_A ( "_A", 2D) = "white" {}
_B ( "_B", 2D ) = "white" {}
_C ( "_AGreaterThanB", 2D ) = "white" {}
_D ( "_AEqualToB", 2D ) = "white" {}
_E ( "_ALessThanB", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
uniform sampler2D _A;
uniform sampler2D _B;
uniform sampler2D _C;
uniform sampler2D _D;
uniform sampler2D _E;
float4 frag ( v2f_img i ) : SV_Target
{
float aVal = tex2D ( _A, i.uv ).r;
float bVal = tex2D ( _B, i.uv ).r;
float4 aGreaterbVal = tex2D ( _C, i.uv );
float4 aEqualbVal = tex2D ( _D, i.uv );
float4 aLessbVal = tex2D ( _E, i.uv );
if ( aVal > bVal )
return aGreaterbVal;
if ( aVal == bVal )
return aEqualbVal;
return aLessbVal;
}
ENDCG
}
}
}

View File

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@@ -0,0 +1,25 @@
Shader "Hidden/CosOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return cos(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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@@ -0,0 +1,9 @@
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@@ -0,0 +1,25 @@
Shader "Hidden/CosTime"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float _EditorTime;
float4 frag( v2f_img i ) : SV_Target
{
float4 t = _EditorTime;
t.x = _EditorTime / 8;
t.y = _EditorTime / 4;
t.z = _EditorTime / 2;
return cos(t);
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
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@@ -0,0 +1,25 @@
Shader "Hidden/CoshOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return cosh(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/CrossProductOpNode"
{
Properties
{
_A ("_Lhs", 2D) = "white" {}
_B ("_Rhs", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
return float4(cross(a.rgb, b.rgb),0);
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
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@@ -0,0 +1,25 @@
Shader "Hidden/DdxOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return ddx(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
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@@ -0,0 +1,25 @@
Shader "Hidden/DdyOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return ddy(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

View File

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@@ -0,0 +1,30 @@
Shader "Hidden/DecodeDepthNormalNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float depthValue = 0;
float3 normalValue = 0;
DecodeDepthNormal( a , depthValue, normalValue );
return float4( depthValue,normalValue );
}
ENDCG
}
}
}

View File

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@@ -0,0 +1,27 @@
Shader "Hidden/DecodeFloatRGBAHlpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
return DecodeFloatRGBA( a );
}
ENDCG
}
}
}

View File

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@@ -0,0 +1,27 @@
Shader "Hidden/DecodeFloatRGHlpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float2 a = tex2D( _A, i.uv ).rg;
return DecodeFloatRG( a );
}
ENDCG
}
}
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 1fb3121b1c8febb4dbcc2a507a2df2db
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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View File

@@ -0,0 +1,26 @@
Shader "Hidden/DecodeLighmapHlpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
return float4(DecodeLightmap ( a ),0);
}
ENDCG
}
}
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: c2d3bee1aee183343b31b9208cb402e9
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
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View File

@@ -0,0 +1,27 @@
Shader "Hidden/DecodeViewNormalStereoHlpNode"
{
Properties
{
_A ( "_A", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag ( v2f_img i ) : SV_Target
{
float4 a = tex2D ( _A, i.uv );
return float4( DecodeViewNormalStereo ( a ),0 );
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: e996db1cc4510c84185cb9f933f916bb
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
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View File

@@ -0,0 +1,25 @@
Shader "Hidden/DegreesOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return degrees(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 2a8eebb5566830c4a9d7c4b9021bb743
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
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userData:
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View File

@@ -0,0 +1,26 @@
Shader "Hidden/DeltaTime"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float _EditorDeltaTime;
float4 frag( v2f_img i ) : SV_Target
{
float4 t = _EditorDeltaTime;
t.y = 1 / _EditorDeltaTime;
t.z = _EditorDeltaTime;
t.w = 1 / _EditorDeltaTime;
return cos(t);
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 9d69a693042c443498f96d6da60535eb
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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View File

@@ -0,0 +1,34 @@
Shader "Hidden/DesaturateNode"
{
Properties
{
_A ( "_RBG", 2D ) = "white" {}
_B ( "_Fraction", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
uniform sampler2D _A;
uniform sampler2D _B;
float4 frag ( v2f_img i ) : SV_Target
{
float3 rgb = tex2D ( _A, i.uv ).rgb;
float fraction = tex2D ( _B, i.uv ).r;
float dotResult = dot ( rgb, float3( 0.299, 0.587, 0.114 ) );
float3 finalColor = lerp ( rgb, dotResult.xxx, fraction );
return float4( finalColor, 1 );
}
ENDCG
}
}
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: faabe9efdf44b9648a523f1742abdfd3
timeCreated: 1515421907
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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View File

@@ -0,0 +1,32 @@
Shader "Hidden/DiffuseAndSpecularFromMetallicNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 albedo = tex2D( _A, i.uv );
float metallic = tex2D( _A, i.uv ).r;
float3 specColor = 0;
float oneMinusReflectivity;
float3 albedoFinal = DiffuseAndSpecularFromMetallic(albedo,metallic,specColor,oneMinusReflectivity);
return float4( albedoFinal , 1 );
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: c7c4485750948a045b5dab0985896e17
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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View File

@@ -0,0 +1,29 @@
Shader "Hidden/DistanceOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
return distance( a, b );
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3be9a95031c0cb740ae982e465dfc242
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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View File

@@ -0,0 +1,27 @@
Shader "Hidden/DotProductOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
return dot(tex2D(_A, i.uv).rgb, tex2D(_B, i.uv).rgb);
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 85f11fd5cb9bb954c8615a45c57a3784
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,135 @@
Shader "Hidden/DynamicAppendNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_C", 2D) = "white" {}
_D ("_D", 2D) = "white" {}
_Mask("_Mask", Vector) = (0,0,0,0)
}
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
float4 _Mask;
ENDCG
Pass //0
{
Name "1111"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 b = tex2D(_B, i.uv);
float4 c = tex2D(_C, i.uv);
float4 d = tex2D(_D, i.uv);
return float4(a.x,b.x,c.x,d.x)*_Mask;
}
ENDCG
}
Pass //1
{
Name "1120"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 b = tex2D(_B, i.uv);
float4 c = tex2D(_C, i.uv);
return float4(a.x,b.x,c.xy)*_Mask;
}
ENDCG
}
Pass //2
{
Name "1201"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 b = tex2D(_B, i.uv);
float4 d = tex2D(_D, i.uv);
return float4(a.x,b.xy,d.x)*_Mask;
}
ENDCG
}
Pass //3
{
Name "1300"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 b = tex2D(_B, i.uv);
return float4(a.x,b.xyz)*_Mask;
}
ENDCG
}
Pass //4
{
Name "2011"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 c = tex2D(_C, i.uv);
float4 d = tex2D(_D, i.uv);
return float4(a.xy,c.x,d.x)*_Mask;
}
ENDCG
}
Pass //5
{
Name "2020"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 c = tex2D(_C, i.uv);
return float4(a.xy,c.xy)*_Mask;
}
ENDCG
}
Pass //6
{
Name "3001"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 d = tex2D(_D, i.uv);
return float4(a.xyz,d.x)*_Mask;
}
ENDCG
}
Pass //7
{
Name "4000"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
return a*_Mask;
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: bfcd2919fe75bbf428fbbe583f463a9e
timeCreated: 1510580676
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,27 @@
Shader "Hidden/EncodeFloatRGBAHlpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float a = tex2D( _A, i.uv ).r;
return EncodeFloatRGBA( a );
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: c21569bf5b9371b4ca13c0c00abd5562
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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assetBundleVariant:

View File

@@ -0,0 +1,27 @@
Shader "Hidden/EncodeFloatRGNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float a = tex2D( _A, i.uv ).r;
return float4( EncodeFloatRG( a ), 0,0);
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: a44b520baa5c39e41bc69a22ea46f24d
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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View File

@@ -0,0 +1,27 @@
Shader "Hidden/EncodeViewNormalStereoHlpNode"
{
Properties
{
_A ( "_A", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag ( v2f_img i ) : SV_Target
{
float3 a = tex2D ( _A, i.uv ).rgb;
return float4( EncodeViewNormalStereo( a ),0,0);
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3d0b3d482b7246c4cb60fa73e6ceac6c
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
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userData:
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View File

@@ -0,0 +1,25 @@
Shader "Hidden/Exp2OpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return exp2(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: ceb70ed5423a36647a504a41de7dbfe6
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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View File

@@ -0,0 +1,25 @@
Shader "Hidden/ExpOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return exp(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 6416ff506137d97479a7ebde790b45e5
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
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userData:
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View File

@@ -0,0 +1,25 @@
Shader "Hidden/FWidthOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return fwidth(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 81ea481faaef9c8459a555479ba64df7
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
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userData:
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View File

@@ -0,0 +1,19 @@
Shader "Hidden/FaceVariableNode"
{
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
float4 frag( v2f_img i, half ase_vface : VFACE ) : SV_Target
{
return ase_vface;
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 4b0b5b9f16353b840a5f5ad2baab3c3c
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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View File

@@ -0,0 +1,25 @@
Shader "Hidden/FloorOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return floor(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 46ae4a72a9a38de40a2d8f20cfccc67d
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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View File

@@ -0,0 +1,29 @@
Shader "Hidden/FmodOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
return fmod(a, b);
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 65083930f9d7812479fd6ff203ad2992
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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View File

@@ -0,0 +1,75 @@
Shader "Hidden/FogAndAmbientColors"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag( v2f_img i ) : SV_Target
{
return UNITY_LIGHTMODEL_AMBIENT;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag (v2f_img i) : SV_Target
{
return unity_AmbientSky;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag (v2f_img i) : SV_Target
{
return unity_AmbientEquator;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag (v2f_img i) : SV_Target
{
return unity_AmbientGround;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag (v2f_img i) : SV_Target
{
return unity_FogColor;
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 937c7bde062f0f942b600d9950d2ebb2
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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View File

@@ -0,0 +1,19 @@
Shader "Hidden/FogParams"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag( v2f_img i ) : SV_Target
{
return unity_FogParams;
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 42abde3281b1848438c3b53443c91a1e
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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