Init
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Shader "Hidden/ParallaxMappingNode"
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{
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Properties
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{
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_A ("_UV", 2D) = "white" {}
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_B ("_Height", 2D) = "white" {}
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_C ("_Scale", 2D) = "white" {}
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_D ("_ViewDirTan", 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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sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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float _ParallaxType;
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float4 frag(v2f_img i) : SV_Target
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{
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float2 uv = tex2D( _A, i.uv ).rg;
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float h = tex2D( _B, i.uv ).r;
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float s = tex2D( _C, i.uv ).r;
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float3 vt = tex2D( _D, i.uv ).xyz;
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float2 parallaxed = uv;
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if ( _ParallaxType == 1 ) {
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parallaxed = ( ( h - 1 )*( vt.xy / vt.z ) * s ) + uv;
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}
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else {
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parallaxed = ( ( h - 1 )*( vt.xy ) * s ) + uv;
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}
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return float4(parallaxed, 0 , 0);
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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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