136 lines
2.1 KiB
Plaintext
136 lines
2.1 KiB
Plaintext
Shader "Hidden/DynamicAppendNode"
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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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_Mask("_Mask", Vector) = (0,0,0,0)
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}
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SubShader
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{
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CGINCLUDE
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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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float4 _Mask;
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ENDCG
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Pass //0
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{
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Name "1111"
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CGPROGRAM
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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 c = tex2D(_C, i.uv);
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float4 d = tex2D(_D, i.uv);
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return float4(a.x,b.x,c.x,d.x)*_Mask;
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}
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ENDCG
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}
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Pass //1
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{
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Name "1120"
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CGPROGRAM
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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 c = tex2D(_C, i.uv);
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return float4(a.x,b.x,c.xy)*_Mask;
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}
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ENDCG
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}
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Pass //2
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{
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Name "1201"
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CGPROGRAM
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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 d = tex2D(_D, i.uv);
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return float4(a.x,b.xy,d.x)*_Mask;
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}
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ENDCG
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}
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Pass //3
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{
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Name "1300"
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CGPROGRAM
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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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return float4(a.x,b.xyz)*_Mask;
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}
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ENDCG
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}
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Pass //4
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{
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Name "2011"
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CGPROGRAM
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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 c = tex2D(_C, i.uv);
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float4 d = tex2D(_D, i.uv);
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return float4(a.xy,c.x,d.x)*_Mask;
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}
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ENDCG
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}
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Pass //5
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{
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Name "2020"
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CGPROGRAM
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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 c = tex2D(_C, i.uv);
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return float4(a.xy,c.xy)*_Mask;
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}
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ENDCG
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}
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Pass //6
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{
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Name "3001"
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CGPROGRAM
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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 d = tex2D(_D, i.uv);
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return float4(a.xyz,d.x)*_Mask;
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}
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ENDCG
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}
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Pass //7
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{
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Name "4000"
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CGPROGRAM
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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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return a*_Mask;
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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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