Init
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Shader "Hidden/PosterizeNode"
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{
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Properties
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{
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_A ( "_RGBA", 2D ) = "white" {}
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_B ( "_Power", 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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float4 frag ( v2f_img i ) : SV_Target
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{
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float4 rgba = tex2D ( _B, i.uv );
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float power = tex2D ( _A, i.uv ).r;
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if ( power < 1 )
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return float4(0,0,0,0);
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float divideOp = 256.0 / float ( (int)power );
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float4 finalColor = ( floor ( rgba * divideOp ) / divideOp );
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return finalColor;
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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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