%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 78b2425a2284af743826c689403a4924, type: 3} m_Name: Bicubic Precompute m_EditorClassIdentifier: m_functionInfo: "// Made with Amplify Shader Editor\n// Available at the Unity Asset Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=18600\n0;537;1729;822;2496.342;532.7923;2.001278;True;False\nNode;AmplifyShaderEditor.FunctionInput;5;-931.3976,161.7528;Inherit;False;UV;2;0;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.FunctionInput;55;-937.6257,292.313;Inherit;False;Texel Size;4;1;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;2;-712.9393,184.7253;Inherit;False;UV = UV * TexelSize.zw - 0.5@$float2 f = frac( UV )@$UV -= f@$$float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx@$float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy@$$float4 xs = xn * xn * xn@$float4 ys = yn * yn * yn@$$float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x )@$float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x )@$float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z )@$float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z )@$$float4 c = float4( UV.x - 0.5, UV.x + 1.5, UV.y - 0.5, UV.y + 1.5 )@$float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w )@$$float w0 = s.x / ( s.x + s.y )@$float w1 = s.z / ( s.z + s.w )@$$Offsets = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize.xyxy@$Weights = float2( w0, w1 )@$;7;False;4;True;UV;FLOAT2;0,0;In;;Float;False;True;TexelSize;FLOAT4;0,0,0,0;In;;Inherit;False;True;Offsets;FLOAT4;0,0,0,0;Out;;Float;False;True;Weights;FLOAT2;0,0;Out;;Float;False;Stochastic Tiling;False;False;0;5;0;FLOAT;0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT2;0,0;False;3;FLOAT;0;FLOAT4;4;FLOAT2;5\nNode;AmplifyShaderEditor.FunctionOutput;34;-379.6704,177.7769;Inherit;False;True;-1;Offsets;0;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionOutput;54;-378.9186,285.9598;Inherit;False;False;-1;Weights;1;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nWireConnection;2;1;5;0\nWireConnection;2;2;55;0\nWireConnection;34;0;2;4\nWireConnection;54;0;2;5\nASEEND*/\n//CHKSM=83289324BA5D4E43B3BB2E090095EB3689FE9CE1" m_functionName: m_description: 'Precomputation step (1 of 2) for bicubic sampling. IMPORTANT This node only precomputes data that is fed into the "Bicubic Sample" nodes using Fetch sampling mode. All textures sharing the same precomputation step must also share the same size and UV coordinates. ' m_additionalIncludes: m_additionalIncludes: [] m_outsideIncludes: [] m_additionalPragmas: m_additionalPragmas: [] m_outsidePragmas: [] m_additionalDirectives: m_validData: 0 m_isDirty: 1 m_moduleName: ' Additional Directives' m_independentModule: 1 m_additionalDirectives: [] m_shaderFunctionDirectives: [] m_nativeDirectives: [] m_nativeDirectivesIndex: -1 m_nativeDirectivesFoldout: 0 m_directivesSaveItems: [] m_nodeCategory: 12 m_customNodeCategory: Rust m_previewPosition: 0 m_hidden: 0