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