Init
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Shader "Hidden/TFHCFlipBookUVAnimation"
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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 ("_Columns", 2D) = "white" {}
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_C ("_Rows", 2D) = "white" {}
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_D ("_Speed", 2D) = "white" {}
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_E ("_StartFrame", 2D) = "white" {}
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_F ("_Speed", 2D) = "white" {}
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_G( "_MaxFrame", 2D ) = "white" {}
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}
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SubShader
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{
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CGINCLUDE
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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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sampler2D _E;
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sampler2D _F;
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sampler2D _G;
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float _EditorTime;
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ENDCG
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//Time port disconnected
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Pass
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{
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CGPROGRAM
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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 col = tex2D( _B, i.uv ).r;
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float row = tex2D( _C, i.uv ).r;
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float spd = tex2D( _D, i.uv ).r;
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float str = tex2D( _E, i.uv ).r;
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float maxframe = tex2D( _G, i.uv ).r;
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float numframes = col * row;
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float fbtotaltiles = ( maxframe < 0 ) ? numframes : min( numframes, maxframe + 1 );
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float fbcolsoffset = 1.0f / col;
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float fbrowsoffset = 1.0f / row;
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float fbspeed = _EditorTime * spd;
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float2 fbtiling = float2(fbcolsoffset, fbrowsoffset);
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float fbcurrenttileindex = floor( fmod( fbspeed + str, fbtotaltiles) );
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fbcurrenttileindex += ( fbcurrenttileindex < 0) ? fbtotaltiles : 0;
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float fblinearindextox = round ( fmod ( fbcurrenttileindex, col ) );
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float fboffsetx = fblinearindextox * fbcolsoffset;
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float fblinearindextoy = round( fmod( ( fbcurrenttileindex - fblinearindextox ) / col, row ) );
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fblinearindextoy = (int)(row-1) - fblinearindextoy;
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float fboffsety = fblinearindextoy * fbrowsoffset;
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float2 fboffset = float2(fboffsetx, fboffsety);
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float2 fbuv = float4( uv, 0.0 , 0.0 ) * fbtiling + fboffset;
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return float4(fbuv, 0 , 0);
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}
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ENDCG
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}
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//Time port connected
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Pass
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{
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CGPROGRAM
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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 col = tex2D( _B, i.uv ).r;
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float row = tex2D( _C, i.uv ).r;
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float spd = tex2D( _D, i.uv ).r;
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float str = tex2D( _E, i.uv ).r;
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float time = tex2D( _F, i.uv ).r;
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float maxframe = tex2D( _G, i.uv ).r;
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float numframes = col * row;
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float fbtotaltiles = ( maxframe < 0 ) ? numframes : min( numframes, maxframe + 1 );
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float fbcolsoffset = 1.0f / col;
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float fbrowsoffset = 1.0f / row;
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float fbspeed = time * spd;
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float2 fbtiling = float2(fbcolsoffset, fbrowsoffset);
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float fbcurrenttileindex = floor( fmod( fbspeed + str, fbtotaltiles) );
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fbcurrenttileindex += ( fbcurrenttileindex < 0) ? fbtotaltiles : 0;
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float fblinearindextox = round ( fmod ( fbcurrenttileindex, col ) );
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float fboffsetx = fblinearindextox * fbcolsoffset;
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float fblinearindextoy = round( fmod( ( fbcurrenttileindex - fblinearindextox ) / col, row ) );
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fblinearindextoy = (int)(row-1) - fblinearindextoy;
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float fboffsety = fblinearindextoy * fbrowsoffset;
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float2 fboffset = float2(fboffsetx, fboffsety);
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float2 fbuv = float4( uv, 0.0 , 0.0 ) * fbtiling + fboffset;
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return float4(fbuv, 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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