55 lines
1.3 KiB
Plaintext
55 lines
1.3 KiB
Plaintext
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Shader "Hidden/Griffin/DrawTextureArraySlice"
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{
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Properties
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{
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_MainTex ("Texture", 2DArray) = "" {}
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_SliceIndex ("Slice Index", Int) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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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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#pragma require 2darray
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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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float3 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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UNITY_DECLARE_TEX2DARRAY(_MainTex);
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float4 _MainTex_ST;
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int _SliceIndex;
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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.xy = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv.z = _SliceIndex;
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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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float4 col = UNITY_SAMPLE_TEX2DARRAY(_MainTex, i.uv);
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return col;
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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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