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2025-04-03 02:30:16 +08:00

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Shader "Hidden/SwizzleNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_Mask("_Mask", Vector) = (0,0,0,0)
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
int4 _Mask;
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
return float4( a[ _Mask.x ], a[ _Mask.y ], a[ _Mask.z ], a[ _Mask.w ] );
}
ENDCG
}
}
}