Init
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Shader /*ase_name*/"Hidden/Templates/CustomRTInit"/*end*/
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{
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Properties
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{
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/*ase_props*/
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}
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SubShader
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{
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Tags { }
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/*ase_all_modules*/
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/*ase_pass*/
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Pass
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{
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Name "Custom RT Init"
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CGPROGRAM
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#include "UnityCustomRenderTexture.cginc"
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#pragma vertex ASEInitCustomRenderTextureVertexShader
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#pragma fragment frag
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#pragma target 3.5
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/*ase_pragma*/
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struct ase_appdata_init_customrendertexture
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{
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float4 vertex : POSITION;
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float4 texcoord : TEXCOORD0;
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/*ase_vdata:p=p;uv0=tc0*/
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};
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// User facing vertex to fragment structure for initialization materials
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struct ase_v2f_init_customrendertexture
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float3 direction : TEXCOORD1;
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/*ase_interp(2,):sp=sp.xyzw;uv0=tc0;uv1=tc1*/
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};
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/*ase_globals*/
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ase_v2f_init_customrendertexture ASEInitCustomRenderTextureVertexShader (ase_appdata_init_customrendertexture v /*ase_vert_input*/)
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{
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ase_v2f_init_customrendertexture o;
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/*ase_vert_code:v=ase_appdata_init_customrendertexture;o=ase_v2f_init_customrendertexture*/
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = float3(v.texcoord.xy, CustomRenderTexture3DTexcoordW);
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o.direction = CustomRenderTextureComputeCubeDirection(v.texcoord.xy);
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return o;
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}
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float4 frag(ase_v2f_init_customrendertexture IN /*ase_frag_input*/) : COLOR
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{
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float4 finalColor;
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/*ase_frag_code:IN=ase_v2f_init_customrendertexture*/
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finalColor = /*ase_frag_out:Frag Color;Float4*/float4(1,1,1,1)/*end*/;
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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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