This commit is contained in:
2025-04-03 02:30:16 +08:00
parent 142adb61c6
commit bee7af1732
14907 changed files with 1009130 additions and 13 deletions

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Shader "Hidden/LinearMaterial"
{
Properties
{
_MainTex( "Texture", any ) = "" {}
_BackGround( "Back", 2D) = "white" {}
}
SubShader
{
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
CGINCLUDE
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
Texture2D _MainTex;
SamplerState sampler_MainTex;
uniform float4 _MainTex_ST;
SamplerState my_linear_clamp_sampler;
uniform bool _ManualTex2SRGB;
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
float4 _Mask;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
float4 frag( v2f i ) : SV_Target
{
float4 c = _MainTex.Sample( my_linear_clamp_sampler, i.texcoord );
if (_ManualTex2SRGB) c.rgb = LinearToGammaSpace(c.rgb);
c.rgb *= _Mask.rgb;
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
Pass { // sphere preview = true, alpha mask = false
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
float _InvertedZoom;
float4 _Mask;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
float4 frag( v2f i ) : SV_Target
{
float2 p = 2 * i.texcoord - 1;
float r = sqrt( dot( p,p ) );
float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) );
float4 c = _MainTex.Sample( sampler_MainTex, i.texcoord );
if (_ManualTex2SRGB) c.rgb = LinearToGammaSpace(c.rgb);
c.rgb *= _Mask.rgb;
c.rgb *= alpha;
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _BackGround;
uniform float4 _BackGround_ST;
float _InvertedZoom;
float4 _Mask;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
float4 frag( v2f i ) : SV_Target
{
float3 back = tex2D( _BackGround, ( i.texcoord * 2 - 1 ) * _InvertedZoom).b;
float4 c = _MainTex.Sample( sampler_MainTex, i.texcoord );
if (_ManualTex2SRGB) c.rgb = LinearToGammaSpace(c.rgb);
c.rgb *= _Mask.rgb;
c.rgb = lerp( back, c.rgb, c.a );
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _BackGround;
uniform float4 _BackGround_ST;
float _InvertedZoom;
float4 _Mask;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
float4 frag( v2f i ) : SV_Target
{
float2 p = 2 * i.texcoord - 1;
float3 back = tex2D( _BackGround, p * _InvertedZoom).b;
float r = sqrt( dot( p,p ) );
float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) );
float4 c = 0;
c = _MainTex.Sample( sampler_MainTex, i.texcoord );
if (_ManualTex2SRGB) c.rgb = LinearToGammaSpace(c.rgb);
c.rgb *= _Mask.rgb;
c.rgb = lerp( back, c.rgb, c.a * alpha);
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
}
ENDCG
}
}
Fallback Off
}

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#ifndef PREVIEW_INCLUDED
#define PREVIEW_INCLUDED
#include "UnityCG.cginc"
float3 preview_WorldSpaceCameraPos;
float4x4 preview_WorldToObject;
float4x4 preview_ObjectToWorld;
float4x4 preview_MatrixV;
float4x4 preview_MatrixInvV;
inline float3 PreviewFragmentPositionOS( float2 uv )
{
float2 xy = 2 * uv - 1;
float z = -sqrt( 1 - saturate( dot( xy, xy ) ) );
return float3( xy, z );
}
inline float3 PreviewFragmentNormalOS( float2 uv, bool normalized = true )
{
float3 positionOS = PreviewFragmentPositionOS( uv );
float3 normalOS = positionOS;
if ( normalized )
{
normalOS = normalize( normalOS );
}
return normalOS;
}
inline float3 PreviewFragmentTangentOS( float2 uv, bool normalized = true )
{
float3 positionOS = PreviewFragmentPositionOS( uv );
float3 tangentOS = float3( -positionOS.z, positionOS.y * 0.01, positionOS.x );
if ( normalized )
{
tangentOS = normalize( tangentOS );
}
return tangentOS;
}
inline float3 PreviewWorldSpaceViewDir( in float3 worldPos, bool normalized )
{
float3 vec = preview_WorldSpaceCameraPos.xyz - worldPos;
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
inline float3 PreviewWorldToObjectDir( in float3 dir, const bool normalized )
{
float3 vec = mul( ( float3x3 )preview_WorldToObject, dir );
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
inline float3 PreviewObjectToWorldDir( in float3 dir, const bool normalized )
{
float3 vec = mul( ( float3x3 )preview_ObjectToWorld, dir );
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
inline float3 PreviewWorldToViewDir( in float3 dir, const bool normalized )
{
float3 vec = mul( ( float3x3 )preview_MatrixV, dir );
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
inline float3 PreviewViewToWorldDir( in float3 dir, const bool normalized )
{
float3 vec = mul( ( float3x3 )preview_MatrixInvV, dir );
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
float3 PreviewFragmentTangentToWorldDir( in float2 uv, in float3 normalTS, const bool normalized )
{
float3 vertexPos = PreviewFragmentPositionOS( uv );
float3 tangent = PreviewFragmentTangentOS( uv );
float3 worldPos = mul( unity_ObjectToWorld, float4( vertexPos, 1 ) ).xyz;
float3 normal = PreviewFragmentNormalOS( uv );
float3 worldNormal = UnityObjectToWorldNormal( normal );
float3 worldTangent = UnityObjectToWorldDir( tangent );
const float tangentSign = -1;
float3 worldBinormal = normalize( cross( worldNormal, worldTangent ) * tangentSign );
float4 tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
float4 tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
float4 tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
float3 vec = float3( dot( tSpace0.xyz, normalTS ), dot( tSpace1.xyz, normalTS ), dot( tSpace2.xyz, normalTS ) );
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
float2 PreviewFragmentSphericalUV( in float2 uv )
{
float3 vertexPos = PreviewFragmentPositionOS( uv );
return float2( atan2( vertexPos.x, -vertexPos.z ) / UNITY_PI + 0.5, uv.y );
}
#endif // PREVIEW_INCLUDED

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Shader "Hidden/ACosOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return acos(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/ASinOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return asin(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/ATan2OpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
return atan2(a, b);
}
ENDCG
}
}
}

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Shader "Hidden/ATanOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return atan(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/AbsOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return abs(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/AllNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return all( tex2D(_A, i.uv) ) ? 1 : 0;
}
ENDCG
}
}
}

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Shader "Hidden/AnyNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return any( tex2D(_A, i.uv) ) ? 1 : 0;
}
ENDCG
}
}
}

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Shader "Hidden/AppendNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_C", 2D) = "white" {}
_D ("_D", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
float4 frag(v2f_img i) : SV_Target
{
float x = tex2D(_A, i.uv).x;
float y = tex2D(_B, i.uv).y;
float z = tex2D(_C, i.uv).z;
float w = tex2D(_D, i.uv).w;
return float4(x,y,z,w);
}
ENDCG
}
}
}

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Shader "Hidden/BlendNormalsNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_C", 2D) = "white" {}
}
SubShader
{
CGINCLUDE
#pragma vertex vert_img
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "UnityStandardUtils.cginc"
float3 BlendNormalWorldspaceRNM(float3 n1, float3 n2, float3 vtxNormal)
{
float4 q = float4(cross(vtxNormal, n2), dot(vtxNormal, n2) + 1.0) / sqrt(2.0 * (dot(vtxNormal, n2) + 1));
return n1 * (q.w * q.w - dot(q.xyz, q.xyz)) + 2 * q.xyz * dot(q.xyz, n1) + 2 * q.w * cross(q.xyz, n1);
}
float3 BlendNormalRNM(float3 n1, float3 n2)
{
float3 t = n1.xyz + float3(0.0, 0.0, 1.0);
float3 u = n2.xyz * float3(-1.0, -1.0, 1.0);
float3 r = (t / t.z) * dot(t, u) - u;
return r;
}
ENDCG
Pass
{
CGPROGRAM
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float3 a = tex2D( _A, i.uv ).rgb;
float3 b = tex2D( _B, i.uv ).rgb;
return float4(BlendNormals(a, b), 0);
}
ENDCG
}
Pass
{
CGPROGRAM
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float3 a = tex2D(_A, i.uv).rgb;
float3 b = tex2D(_B, i.uv).rgb;
return float4(BlendNormalRNM(a, b), 0);
}
ENDCG
}
Pass
{
CGPROGRAM
sampler2D _A;
sampler2D _B;
sampler2D _C;
float4 frag(v2f_img i) : SV_Target
{
float3 a = tex2D(_A, i.uv).rgb;
float3 b = tex2D(_B, i.uv).rgb;
float3 c = tex2D(_C, i.uv).rgb;
return float4(BlendNormalWorldspaceRNM(a,b,c), 0);
}
ENDCG
}
}
}

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Shader "Hidden/BlendOpsNode"
{
Properties
{
_A ("_Source", 2D) = "white" {}
_B ("_Destiny", 2D) = "white" {}
_C ("_Alpha", 2D) = "white" {}
}
SubShader
{
Pass //colorburn
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( 1.0 - ( ( 1.0 - des) / max( src,0.00001)) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp(des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //colordodge
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( des/ max( 1.0 - src,0.00001 ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //darken
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( min( src , des ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //divide
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( des / max( src,0.00001) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //difference
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( abs( src - des ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //exclusion
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( 0.5 - 2.0 * ( src - 0.5 ) * ( des - 0.5 ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //softlight
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( 2.0f*src*des + des*des*(1.0f - 2.0f*src) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //hardlight
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src > 0.5 ? ( 1.0 - ( 1.0 - 2.0 * ( src - 0.5 ) ) * ( 1.0 - des ) ) : ( 2.0 * src * des ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //hardmix
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( round( 0.5 * ( src + des ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //lighten
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( max( src, des ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //linearburn
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src + des - 1.0 ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //lineardodge
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src + des ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //linearlight
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src > 0.5 ? ( des + 2.0 * src - 1.0 ) : ( des + 2.0 * ( src - 0.5 ) ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //multiply
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src * des ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //overlay
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( des > 0.5 ? ( 1.0 - 2.0 * ( 1.0 - des ) * ( 1.0 - src ) ) : ( 2.0 * des * src ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //pinlight
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src > 0.5 ? max( des, 2.0 * ( src - 0.5 ) ) : min( des, 2.0 * src ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //subtract
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( des - src ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //screen
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( 1.0 - ( 1.0 - src ) * ( 1.0 - des ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
Pass //vividlight
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
int _Sat;
int _Lerp;
float4 frag(v2f_img i) : SV_Target
{
float4 src = tex2D( _A, i.uv );
float4 des = tex2D( _B, i.uv );
float4 c = ( ( src > 0.5 ? ( des / max( ( 1.0 - src ) * 2.0 ,0.00001) ) : ( 1.0 - ( ( ( 1.0 - des ) * 0.5 ) / max(src,0.00001) ) ) ) );
if (_Lerp == 1)
{
float alpha = tex2D (_C, i.uv).r;
c = lerp (des, c, alpha);
}
if( _Sat == 1 )
c = saturate( c );
return c;
}
ENDCG
}
}
}

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Shader "Hidden/BreakToComponentsNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return tex2D( _A, i.uv ).x;
}
ENDCG
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return tex2D( _A, i.uv ).y;
}
ENDCG
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return tex2D( _A, i.uv ).z;
}
ENDCG
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return tex2D( _A, i.uv ).w;
}
ENDCG
}
}
}

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Shader "Hidden/CeilOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return ceil(tex2D( _A, i.uv ));
}
ENDCG
}
}
}

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Shader "Hidden/ClampOpNode"
{
Properties
{
_A ("_Value", 2D) = "white" {}
_B ("_Min", 2D) = "white" {}
_C ("_Max", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
float4 frag(v2f_img i) : SV_Target
{
float4 value = tex2D( _A, i.uv );
float4 min = tex2D( _B, i.uv );
float4 max = tex2D( _C, i.uv );
return clamp(value, min, max);
}
ENDCG
}
}
}

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Shader "Hidden/Clip"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_C", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
float4 c = tex2D( _C, i.uv );
clip(b - c);
return a;
}
ENDCG
}
}
}

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Shader "Hidden/ClipPlanes"
{
Properties
{
_PlaneId ("_PlaneId", Int) = 0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
int _PlaneId;
float4 frag( v2f_img i ) : SV_Target
{
return unity_CameraWorldClipPlanes[_PlaneId];
}
ENDCG
}
}
}

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Shader "Hidden/ColorNode"
{
Properties {
_InputColor ("_InputColor", Color) = (0,0,0,0)
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
float4 _InputColor;
float4 frag( v2f_img i ) : SV_Target
{
return _InputColor;
}
ENDCG
}
}
}

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Shader "Hidden/ColorSpaceDouble"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag( v2f_img i ) : SV_Target
{
return unity_ColorSpaceDouble;
}
ENDCG
}
}
}

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Shader "Hidden/TFHCCompareEqual"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_True", 2D) = "white" {}
_D ( "_False", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _Operator;
float4 frag(v2f_img i) : SV_Target
{
float A = tex2D( _A, i.uv ).x;
float B = tex2D( _B, i.uv ).x;
float4 True = tex2D( _C, i.uv );
float4 False = tex2D ( _D, i.uv );
if( _Operator == 0 )
return ( ( A == B ) ? True : False );
else if( _Operator == 1 )
return ( ( A != B ) ? True : False );
else if( _Operator == 2 )
return ( ( A > B ) ? True : False );
else if( _Operator == 3 )
return ( ( A >= B ) ? True : False );
else if( _Operator == 4 )
return ( ( A < B ) ? True : False );
else
return ( ( A <= B ) ? True : False );
}
ENDCG
}
}
}

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Shader "Hidden/ComponentMaskNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float _Singular;
float4 _Order;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 r = 0;
if(_Singular == 0)
r = a.x;
else if(_Singular == 1)
r = a.y;
else if(_Singular == 2)
r = a.z;
else if(_Singular == 3)
r = a.w;
if ( _Order.x == 0 )
r.x = a.x;
else if(_Order.y == 0)
r.x = a.y;
else if(_Order.z == 0)
r.x = a.z;
else if(_Order.w == 0)
r.x = a.w;
if(_Order.y == 1)
r.y = a.y;
else if(_Order.z == 1)
r.y = a.z;
else if(_Order.w == 1)
r.y = a.w;
if(_Order.z == 2)
r.z = a.z;
else if(_Order.w == 2)
r.z = a.w;
if(_Order.w == 3)
r.w = a.w;
return r;
}
ENDCG
}
}
}

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Shader "Hidden/ComputeScreenPos"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 screenPos = ComputeScreenPos(a);
return screenPos;
}
ENDCG
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag (v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 screenPos = ComputeScreenPos(a);
screenPos = screenPos / screenPos.w;
screenPos.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? screenPos.z : screenPos.z* 0.5 + 0.5;
return screenPos;
}
ENDCG
}
}
}

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Shader "Hidden/Preview_ConditionalIfNode"
{
Properties
{
_A ( "_A", 2D) = "white" {}
_B ( "_B", 2D ) = "white" {}
_C ( "_AGreaterThanB", 2D ) = "white" {}
_D ( "_AEqualToB", 2D ) = "white" {}
_E ( "_ALessThanB", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
uniform sampler2D _A;
uniform sampler2D _B;
uniform sampler2D _C;
uniform sampler2D _D;
uniform sampler2D _E;
float4 frag ( v2f_img i ) : SV_Target
{
float aVal = tex2D ( _A, i.uv ).r;
float bVal = tex2D ( _B, i.uv ).r;
float4 aGreaterbVal = tex2D ( _C, i.uv );
float4 aEqualbVal = tex2D ( _D, i.uv );
float4 aLessbVal = tex2D ( _E, i.uv );
if ( aVal > bVal )
return aGreaterbVal;
if ( aVal == bVal )
return aEqualbVal;
return aLessbVal;
}
ENDCG
}
}
}

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Shader "Hidden/CosOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return cos(tex2D( _A, i.uv ));
}
ENDCG
}
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Shader "Hidden/CosTime"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float _EditorTime;
float4 frag( v2f_img i ) : SV_Target
{
float4 t = _EditorTime;
t.x = _EditorTime / 8;
t.y = _EditorTime / 4;
t.z = _EditorTime / 2;
return cos(t);
}
ENDCG
}
}
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Shader "Hidden/CoshOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return cosh(tex2D( _A, i.uv ));
}
ENDCG
}
}
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Shader "Hidden/CrossProductOpNode"
{
Properties
{
_A ("_Lhs", 2D) = "white" {}
_B ("_Rhs", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
return float4(cross(a.rgb, b.rgb),0);
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ENDCG
}
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Shader "Hidden/DdxOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return ddx(tex2D( _A, i.uv ));
}
ENDCG
}
}
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Shader "Hidden/DdyOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return ddy(tex2D( _A, i.uv ));
}
ENDCG
}
}
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Shader "Hidden/DecodeDepthNormalNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float depthValue = 0;
float3 normalValue = 0;
DecodeDepthNormal( a , depthValue, normalValue );
return float4( depthValue,normalValue );
}
ENDCG
}
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Shader "Hidden/DecodeFloatRGBAHlpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
return DecodeFloatRGBA( a );
}
ENDCG
}
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Shader "Hidden/DecodeFloatRGHlpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float2 a = tex2D( _A, i.uv ).rg;
return DecodeFloatRG( a );
}
ENDCG
}
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Shader "Hidden/DecodeLighmapHlpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
return float4(DecodeLightmap ( a ),0);
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ENDCG
}
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Shader "Hidden/DecodeViewNormalStereoHlpNode"
{
Properties
{
_A ( "_A", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag ( v2f_img i ) : SV_Target
{
float4 a = tex2D ( _A, i.uv );
return float4( DecodeViewNormalStereo ( a ),0 );
}
ENDCG
}
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Shader "Hidden/DegreesOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return degrees(tex2D( _A, i.uv ));
}
ENDCG
}
}
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Shader "Hidden/DeltaTime"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float _EditorDeltaTime;
float4 frag( v2f_img i ) : SV_Target
{
float4 t = _EditorDeltaTime;
t.y = 1 / _EditorDeltaTime;
t.z = _EditorDeltaTime;
t.w = 1 / _EditorDeltaTime;
return cos(t);
}
ENDCG
}
}
}

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Shader "Hidden/DesaturateNode"
{
Properties
{
_A ( "_RBG", 2D ) = "white" {}
_B ( "_Fraction", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
uniform sampler2D _A;
uniform sampler2D _B;
float4 frag ( v2f_img i ) : SV_Target
{
float3 rgb = tex2D ( _A, i.uv ).rgb;
float fraction = tex2D ( _B, i.uv ).r;
float dotResult = dot ( rgb, float3( 0.299, 0.587, 0.114 ) );
float3 finalColor = lerp ( rgb, dotResult.xxx, fraction );
return float4( finalColor, 1 );
}
ENDCG
}
}
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Shader "Hidden/DiffuseAndSpecularFromMetallicNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "UnityStandardUtils.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float3 ComputeDiffuseAndFresnel0( float3 baseColor, float metallic, out float3 specularColor, out float oneMinusReflectivity )
{
#if defined( UNITY_COLORSPACE_GAMMA )
const float dielectricF0 = 0.220916301;
#else
const float dielectricF0 = 0.04;
#endif
specularColor = lerp( dielectricF0.xxx, baseColor, metallic );
oneMinusReflectivity = 1.0 - metallic;
return baseColor * oneMinusReflectivity;
}
float4 frag( v2f_img i ) : SV_Target
{
float4 baseColor = tex2D( _A, i.uv );
float metallic = tex2D( _B, i.uv ).r;
float3 specularColor = 0;
float oneMinusReflectivity = 0;
float3 diffuseColor = ComputeDiffuseAndFresnel0( baseColor, metallic, specularColor, oneMinusReflectivity );
return float4( diffuseColor, 1 );
}
ENDCG
}
}
}

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Shader "Hidden/DistanceOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
return distance( a, b );
}
ENDCG
}
}
}

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Shader "Hidden/DotProductOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
int _Type_PID;
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 b = tex2D(_B, i.uv);
float result;
switch ( _Type_PID )
{
case 1: result = dot( a.x, b.x ); break;
case 2: result = dot( a.xy, b.xy ); break;
case 3: result = dot( a.xyz, b.xyz ); break;
default: result = dot( a.xyzw, b.xyzw ); break;
}
return result;
}
ENDCG
}
}
}

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Shader "Hidden/DynamicAppendNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_C", 2D) = "white" {}
_D ("_D", 2D) = "white" {}
_Mask("_Mask", Vector) = (0,0,0,0)
}
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
float4 _Mask;
ENDCG
Pass //0
{
Name "1111"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 b = tex2D(_B, i.uv);
float4 c = tex2D(_C, i.uv);
float4 d = tex2D(_D, i.uv);
return float4(a.x,b.x,c.x,d.x)*_Mask;
}
ENDCG
}
Pass //1
{
Name "1120"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 b = tex2D(_B, i.uv);
float4 c = tex2D(_C, i.uv);
return float4(a.x,b.x,c.xy)*_Mask;
}
ENDCG
}
Pass //2
{
Name "1201"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 b = tex2D(_B, i.uv);
float4 d = tex2D(_D, i.uv);
return float4(a.x,b.xy,d.x)*_Mask;
}
ENDCG
}
Pass //3
{
Name "1300"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 b = tex2D(_B, i.uv);
return float4(a.x,b.xyz)*_Mask;
}
ENDCG
}
Pass //4
{
Name "2011"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 c = tex2D(_C, i.uv);
float4 d = tex2D(_D, i.uv);
return float4(a.xy,c.x,d.x)*_Mask;
}
ENDCG
}
Pass //5
{
Name "2020"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 c = tex2D(_C, i.uv);
return float4(a.xy,c.xy)*_Mask;
}
ENDCG
}
Pass //6
{
Name "3001"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 d = tex2D(_D, i.uv);
return float4(a.xyz,d.x)*_Mask;
}
ENDCG
}
Pass //7
{
Name "4000"
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
return a*_Mask;
}
ENDCG
}
}
}

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Shader "Hidden/EncodeFloatRGBAHlpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float a = tex2D( _A, i.uv ).r;
return EncodeFloatRGBA( a );
}
ENDCG
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Shader "Hidden/EncodeFloatRGNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float a = tex2D( _A, i.uv ).r;
return float4( EncodeFloatRG( a ), 0,0);
}
ENDCG
}
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Shader "Hidden/EncodeViewNormalStereoHlpNode"
{
Properties
{
_A ( "_A", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag ( v2f_img i ) : SV_Target
{
float3 a = tex2D ( _A, i.uv ).rgb;
return float4( EncodeViewNormalStereo( a ),0,0);
}
ENDCG
}
}
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Shader "Hidden/Exp2OpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return exp2(tex2D( _A, i.uv ));
}
ENDCG
}
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Shader "Hidden/ExpOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return exp(tex2D( _A, i.uv ));
}
ENDCG
}
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Shader "Hidden/FWidthOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return fwidth(tex2D( _A, i.uv ));
}
ENDCG
}
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Shader "Hidden/FaceVariableNode"
{
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
float4 frag( v2f_img i, half ase_vface : VFACE ) : SV_Target
{
return ase_vface;
}
ENDCG
}
}
}

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timeCreated: 1488289785
licenseType: Store
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userData:
assetBundleName:
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Shader "Hidden/FlipNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 _Flip;
int _Count;
float4 frag( v2f_img i ) : SV_Target
{
float4 output = 0;
output = ( _Flip.x * -2 + 1 ) * tex2D( _A, i.uv ).x;
output.y = ( _Count > 1 ) ? ( ( _Flip.y * -2 + 1 ) * tex2D( _A, i.uv ).y ) : output.y;
output.z = ( _Count > 2 ) ? ( ( _Flip.z * -2 + 1 ) * tex2D( _A, i.uv ).z ) : output.z;
output.w = ( _Count > 3 ) ? ( ( _Flip.w * -2 + 1 ) * tex2D( _A, i.uv ).w ) : output.w;
return output;
}
ENDCG
}
}
}

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timeCreated: 1488289785
licenseType: Store
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defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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