Init
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Shader "Hidden/WeightedBlendNode"
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{
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Properties
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{
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_A ( "_Weights", 2D) = "white" {}
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_B ( "_Layer1", 2D) = "white" {}
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_C ( "_Layer2", 2D ) = "white" {}
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_D ( "_Layer3", 2D ) = "white" {}
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_E ( "_Layer4", 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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ENDCG
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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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float4 Layer1 = tex2D( _B, i.uv );
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return Layer1;
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}
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ENDCG
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}
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Pass
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{
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CGPROGRAM
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sampler2D _C;
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float4 frag ( v2f_img i ) : SV_Target
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{
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float4 Weights = tex2D ( _A, i.uv );
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float4 Layer1 = tex2D ( _B, i.uv );
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float4 Layer2 = tex2D ( _C, i.uv );
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return ( Weights.x*Layer1 + Weights.y*Layer2 ) / ( Weights.x + Weights.y );
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}
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ENDCG
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}
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Pass
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{
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CGPROGRAM
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sampler2D _C;
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sampler2D _D;
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float4 frag ( v2f_img i ) : SV_Target
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{
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float4 Weights = tex2D( _A, i.uv );
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float4 Layer1 = tex2D( _B, i.uv );
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float4 Layer2 = tex2D( _C, i.uv );
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float4 Layer3 = tex2D( _D, i.uv );
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return ( Weights.x*Layer1 + Weights.y*Layer2 + Weights.z*Layer3 ) / ( Weights.x + Weights.y + Weights.z );
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}
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ENDCG
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}
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Pass
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{
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CGPROGRAM
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sampler2D _C;
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sampler2D _D;
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sampler2D _E;
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float4 frag ( v2f_img i ) : SV_Target
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{
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float4 Weights = tex2D ( _A, i.uv );
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float4 Layer1 = tex2D ( _B, i.uv );
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float4 Layer2 = tex2D ( _C, i.uv );
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float4 Layer3 = tex2D ( _D, i.uv );
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float4 Layer4 = tex2D ( _E, i.uv );
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return ( Weights.x*Layer1 + Weights.y*Layer2 + Weights.z*Layer3 + Weights.w*Layer4 ) / ( Weights.x + Weights.y + Weights.z + Weights.w );
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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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