Init
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Shader "Hidden/TextureArrayEditor"
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{
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Properties
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{
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_MainTex ("_MainTex", 2DArray) = "white" {}
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_Index ("_Index", Int) = 0
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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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#pragma vertex vert_img
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#pragma fragment frag
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#pragma target 3.5
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#include "UnityCG.cginc"
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#include "UnityStandardUtils.cginc"
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uniform UNITY_DECLARE_TEX2DARRAY( _MainTex );
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int _Index;
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float4 frag( v2f_img i ) : SV_Target
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{
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//return UNITY_SAMPLE_TEX2DARRAY_LOD( _MainTex, float3( i.uv, _Index), 0 );
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return UNITY_SAMPLE_TEX2DARRAY( _MainTex, float3( i.uv, _Index) );
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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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