FateViewer/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_TexturePropertyNode...

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Shader "Hidden/TexturePropertyNode"
{
Properties
{
_Sampler ("_Sampler", 2D) = "white" {}
_Sampler3D ("_Sampler3D", 3D) = "white" {}
_Array ("_Array", 2DArray) = "white" {}
_Cube( "_Cube", CUBE) = "white" {}
_Default ("_Default", Int) = 0
_Type ("_Type", Int) = 0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma exclude_renderers d3d9
#pragma target 3.5
#include "UnityCG.cginc"
int _Default;
float4 frag( v2f_img i ) : SV_Target
{
if(_Default == 1)
{
return 1;
}
else if(_Default == 2)
{
return 0;
}
else if(_Default == 3)
{
return 0.5f;
}
else if(_Default == 4)
{
return float4(0.5,0.5,1,1);
}
return 1;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma exclude_renderers d3d9
#pragma target 3.5
#include "UnityCG.cginc"
UNITY_DECLARE_TEX2DARRAY (_Array);
samplerCUBE _Cube;
sampler2D _Sampler;
sampler3D _Sampler3D;
int _Type;
float4 frag (v2f_img i) : SV_Target
{
if (_Type == 4)
{
return UNITY_SAMPLE_TEX2DARRAY (_Array, float3(i.uv, 0));
}
else if (_Type == 3)
{
return texCUBE (_Cube, float3(i.uv,0));
}
else if (_Type == 2)
{
return tex3D (_Sampler3D, float3(i.uv,0));
}
else
{
return tex2D (_Sampler, i.uv);
}
}
ENDCG
}
}
}