65 lines
1.8 KiB
Plaintext
65 lines
1.8 KiB
Plaintext
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Shader "Hidden/Thry/ChannelPreview"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Channel ("Channel", Float) = 0.0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Channel;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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if(_Channel == -1.0) return fixed4(col.r, col.g, col.b, col.a);
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if(_Channel == 0.0) return fixed4(col.r, 0, 0, 1);
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if(_Channel == 1.0) return fixed4(0, col.g, 0, 1);
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if(_Channel == 2.0) return fixed4(0, 0, col.b, 1);
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if(_Channel == 3.0) return fixed4(col.a, col.a, col.a, 1);
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if(_Channel == 4.0)
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{
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float val = max(col.r, max(col.g, col.b));
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return fixed4(val, val, val, 1);
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}
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return fixed4(0, 0, 0, 1);
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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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