74 lines
1.3 KiB
Plaintext
74 lines
1.3 KiB
Plaintext
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Shader "Hidden/Griffin/SplatsToAlbedo"
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{
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Properties
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{
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_Control0 ("Control0 (RGBA)", any) = "black" {}
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_Splat0 ("Splat0 (R)", 2D) = "white" {}
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_Splat1 ("Splat1 (G)", 2D) = "white" {}
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_Splat2 ("Splat2 (B)", 2D) = "white" {}
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_Splat3 ("Splat3 (A)", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "TextureToolCommon.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 _Control0;
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sampler2D _Splat0;
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sampler2D _Splat1;
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sampler2D _Splat2;
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sampler2D _Splat3;
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fixed4 _Splat0_ST;
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fixed4 _Splat1_ST;
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fixed4 _Splat2_ST;
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fixed4 _Splat3_ST;
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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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fixed4 control;
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fixed4 splat;
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fixed weight;
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Sample4Splats(
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_Control0,
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_Splat0, _Splat1, _Splat2, _Splat3,
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_Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST,
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i.uv, control, splat, weight);
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return splat;
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}
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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Pass
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{
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Blend One One
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BlendOp Add
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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}
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