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