64 lines
1.3 KiB
Plaintext
64 lines
1.3 KiB
Plaintext
Shader "Hidden/TextureArrayNode"
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{
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Properties
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{
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_A ("_UVs", 2D) = "white" {}
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_B ("_Index", 2D) = "white" {}
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_C ("_Lod", 2D) = "white" {}
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_D ("_NormalScale", 2D) = "white" {}
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_G ("_Tex", 2D) = "white" {}
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_TexConnected ("_TexConnected", 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 target 3.5
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#include "UnityCG.cginc"
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#include "UnityStandardUtils.cginc"
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uniform UNITY_DECLARE_TEX2DARRAY( _Sampler );
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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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sampler2D _G;
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float _CustomUVs;
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float _LodType;
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float _Unpack;
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int _TexConnected;
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float4 frag( v2f_img i ) : SV_Target
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{
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float2 uvs = i.uv;
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if ( _CustomUVs == 1 )
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uvs = tex2D( _A, i.uv ).xy;
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float n = tex2D( _D, i.uv ).r;
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float4 c = 0;
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if ( _LodType == 1 ) {
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float lod = tex2D( _C, i.uv ).r;
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c = UNITY_SAMPLE_TEX2DARRAY_LOD( _Sampler, float3( uvs, tex2D( _B, i.uv ).r ), lod );
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}
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else if( _TexConnected == 0) {
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c = UNITY_SAMPLE_TEX2DARRAY( _Sampler, float3( uvs, tex2D( _B, i.uv ).r ) );
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}
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else {
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c = tex2D( _G, uvs );
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}
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if ( _Unpack == 1 )
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{
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c.rgb = UnpackScaleNormal(c, n);
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}
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return c;
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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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