59 lines
1.2 KiB
Plaintext
59 lines
1.2 KiB
Plaintext
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Shader "Hidden/GIDebug/TextureUV" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Pass {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#include "UnityCG.cginc"
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#include "UnityShaderVariables.cginc"
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struct v2f_surf
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _Decode_HDR;
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float _ConvertToLinearSpace;
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float _StaticUV1;
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v2f_surf vert_surf (appdata_full v)
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{
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v2f_surf o;
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o.pos = UnityObjectToClipPos(v.vertex);
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if (_StaticUV1)
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o.uv.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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else
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o.uv.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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return o;
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}
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float4 frag_surf (v2f_surf IN) : COLOR
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{
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float4 mainTexSampled = tex2D (_MainTex, IN.uv.xy);
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float3 result;
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if (_Decode_HDR.x > 0)
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result = float4 (DecodeHDR(mainTexSampled, _Decode_HDR), 1);
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else
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result = mainTexSampled.rgb;
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if (_ConvertToLinearSpace)
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result = LinearToGammaSpace (result);
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return float4 (result, 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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