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This commit is contained in:
BIN
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/IndirectSpecularPreview.exr
(Stored with Git LFS)
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BIN
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/IndirectSpecularPreview.exr
(Stored with Git LFS)
Normal file
Binary file not shown.
69
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/IndirectSpecularPreview.exr.meta
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Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/IndirectSpecularPreview.exr.meta
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Shader "Hidden/LinearMaterial"
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{
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Properties
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||||
{
|
||||
_MainTex( "Texture", any ) = "" {}
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_BackGround( "Back", 2D) = "white" {}
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}
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SubShader
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{
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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||||
ZTest Always
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||||
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CGINCLUDE
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||||
uniform float4x4 unity_GUIClipTextureMatrix;
|
||||
sampler2D _GUIClipTexture;
|
||||
|
||||
Texture2D _MainTex;
|
||||
SamplerState sampler_MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
|
||||
SamplerState my_linear_clamp_sampler;
|
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||||
uniform bool _ManualTex2SRGB;
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ENDCG
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Pass {
|
||||
CGPROGRAM
|
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#pragma vertex vert
|
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#pragma fragment frag
|
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#pragma target 2.0
|
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|
||||
#include "UnityCG.cginc"
|
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|
||||
float4 _Mask;
|
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float2 clipUV : TEXCOORD1;
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};
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v2f vert( appdata_t 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.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
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float3 eyePos = UnityObjectToViewPos( v.vertex );
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o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
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return o;
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}
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float4 frag( v2f i ) : SV_Target
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{
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float4 c = _MainTex.Sample( my_linear_clamp_sampler, i.texcoord );
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if (_ManualTex2SRGB) c.rgb = LinearToGammaSpace(c.rgb);
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c.rgb *= _Mask.rgb;
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c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
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return c;
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}
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ENDCG
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}
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Pass { // sphere preview = true, alpha mask = false
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CGPROGRAM
|
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#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
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#include "UnityCG.cginc"
|
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|
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float _InvertedZoom;
|
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float4 _Mask;
|
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|
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struct appdata_t {
|
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float4 vertex : POSITION;
|
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float2 texcoord : TEXCOORD0;
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};
|
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|
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struct v2f {
|
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float4 vertex : SV_POSITION;
|
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float2 texcoord : TEXCOORD0;
|
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float2 clipUV : TEXCOORD1;
|
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};
|
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|
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v2f vert( appdata_t 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.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
|
||||
float3 eyePos = UnityObjectToViewPos( v.vertex );
|
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o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
|
||||
return o;
|
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}
|
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|
||||
float4 frag( v2f i ) : SV_Target
|
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{
|
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float2 p = 2 * i.texcoord - 1;
|
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float r = sqrt( dot( p,p ) );
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float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) );
|
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|
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float4 c = _MainTex.Sample( sampler_MainTex, i.texcoord );
|
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if (_ManualTex2SRGB) c.rgb = LinearToGammaSpace(c.rgb);
|
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|
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c.rgb *= _Mask.rgb;
|
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c.rgb *= alpha;
|
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|
||||
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
|
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return c;
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}
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ENDCG
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}
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Pass {
|
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CGPROGRAM
|
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#pragma vertex vert
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#pragma fragment frag
|
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#pragma target 2.0
|
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|
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#include "UnityCG.cginc"
|
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|
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sampler2D _BackGround;
|
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uniform float4 _BackGround_ST;
|
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float _InvertedZoom;
|
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float4 _Mask;
|
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|
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|
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struct appdata_t {
|
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float4 vertex : POSITION;
|
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float2 texcoord : TEXCOORD0;
|
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};
|
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|
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struct v2f {
|
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float4 vertex : SV_POSITION;
|
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float2 texcoord : TEXCOORD0;
|
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float2 clipUV : TEXCOORD1;
|
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};
|
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|
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v2f vert( appdata_t 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.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
|
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float3 eyePos = UnityObjectToViewPos( v.vertex );
|
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o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
|
||||
return o;
|
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}
|
||||
|
||||
float4 frag( v2f i ) : SV_Target
|
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{
|
||||
float3 back = tex2D( _BackGround, ( i.texcoord * 2 - 1 ) * _InvertedZoom).b;
|
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|
||||
float4 c = _MainTex.Sample( sampler_MainTex, i.texcoord );
|
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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
|
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}
|
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|
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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 {
|
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float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
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|
||||
struct v2f {
|
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float4 vertex : SV_POSITION;
|
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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
|
||||
}
|
11
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/LinearPreviews.shader.meta
generated
Normal file
11
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/LinearPreviews.shader.meta
generated
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: e90ef6ea05743b84baf9549874c52e47
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timeCreated: 1489078120
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licenseType: Store
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ShaderImporter:
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defaultTextures:
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- _BackGround: {fileID: 2800000, guid: 750b1bd7ba8bd28489650de6d0a95cc5, type: 3}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
@ -0,0 +1,121 @@
|
||||
|
||||
#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
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview.cginc.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview.cginc.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3c16dbb74ccd7a4c9a78b6abd7fe261
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ACosOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ACosOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 710f3c0bbd7ba0c4aada6d7dfadd49c2
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ASinOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ASinOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2b016c135284add4cb3364d4a0bd0638
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,30 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ATan2OpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ATan2OpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 02e3ff61784e38840af6313936b6a730
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ATanOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ATanOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d7f3331a98831241b017364e80625ea
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_AbsOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_AbsOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd6d6dfa3df214a479f68a490e177db6
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_AllNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_AllNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c33c751fb9fd7ad4e9fdc18d1f3a28d3
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_AnyNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_AnyNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1e114ebddab3b347a7c5753c1cdb9cb
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,37 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_AppendNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_AppendNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d80ac81aabf643848a4eaa76f2f88d65
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,83 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendNormalsNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendNormalsNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bcdf750ff5f70444f98b8a3efa50dc6f
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,620 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendOpsNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendOpsNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d6b3518705b3ba49acdc6e18e480257
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,77 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5f58f74a202ba804daddec838b75207d
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_CeilOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_CeilOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce0588227a766a245a85291977c1f222
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,34 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ClampOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ClampOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab6163c4b10bfc84da8e3c486520490a
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,36 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_Clip.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_Clip.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1fca7774f364aee4d8c64e8634ef4be4
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ClipPlanes.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ClipPlanes.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6afe5a4ad7bbd0e4ab352c758f543a09
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,25 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ColorNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ColorNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6cf365ccc7ae776488ae8960d6d134c3
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,20 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ColorSpaceDouble.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ColorSpaceDouble.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac680a8772bb97c46851a7f075fd04e3
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,49 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_Compare.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_Compare.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 381937898f0c15747af1da09a751890c
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,63 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b78e2b295c265cd439c80d218fb3e88e
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,49 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ComputeScreenPos.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ComputeScreenPos.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97bd4895d847d764eb21d2bf7aa13671
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,48 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f6fb4d46bddf29e45a8a3ddfed75d0c0
|
||||
timeCreated: 1515424552
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_CosOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_CosOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3dde9e80389196f459eb94137268de4a
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_CosTime.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_CosTime.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3093999b42c3c0940a71799511d7781c
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_CoshOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_CoshOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 154a4c85fe88657489a54a02416402c0
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,30 @@
|
||||
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);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 65a9be5cc7037654db8e148d669f03ee
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DdxOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DdxOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b54ea73d5568b3540977557813eb9c3c
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DdyOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DdyOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 197dcc7f05339da47b6b0e681c475c5e
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,31 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dbf37c4d3ce0f0b41822584d6c9ba203
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,28 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f71b31b15ff3f2042bafbed40acd29f4
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,28 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1fb3121b1c8febb4dbcc2a507a2df2db
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,27 @@
|
||||
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);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2d3bee1aee183343b31b9208cb402e9
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,28 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e996db1cc4510c84185cb9f933f916bb
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DegreesOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DegreesOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2a8eebb5566830c4a9d7c4b9021bb743
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,27 @@
|
||||
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
|
||||
}
|
||||
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DeltaTime.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DeltaTime.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d69a693042c443498f96d6da60535eb
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,35 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DesaturateNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DesaturateNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: faabe9efdf44b9648a523f1742abdfd3
|
||||
timeCreated: 1515421907
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,46 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7c4485750948a045b5dab0985896e17
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,30 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DistanceOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DistanceOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3be9a95031c0cb740ae982e465dfc242
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,40 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DotProductOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DotProductOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 85f11fd5cb9bb954c8615a45c57a3784
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,136 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bfcd2919fe75bbf428fbbe583f463a9e
|
||||
timeCreated: 1510580676
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,28 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c21569bf5b9371b4ca13c0c00abd5562
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,28 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a44b520baa5c39e41bc69a22ea46f24d
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,28 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3d0b3d482b7246c4cb60fa73e6ceac6c
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_Exp2OpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_Exp2OpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ceb70ed5423a36647a504a41de7dbfe6
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ExpOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ExpOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6416ff506137d97479a7ebde790b45e5
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FWidthOpNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FWidthOpNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 81ea481faaef9c8459a555479ba64df7
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,20 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FaceVariableNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FaceVariableNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b0b5b9f16353b840a5f5ad2baab3c3c
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,33 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FlipNode.shader.meta
generated
Normal file
9
Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FlipNode.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 99b235eb03070cd4ab7470cda5a77e2d
|
||||
timeCreated: 1488289785
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user