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38 lines
936 B
38 lines
936 B
Shader "CustomRenderTexture/#NAME#"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex("InputTex", 2D) = "white" {}
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}
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SubShader
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{
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Blend One Zero
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Pass
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{
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Name "#NAME#"
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CGPROGRAM
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#include "UnityCustomRenderTexture.cginc"
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#pragma vertex CustomRenderTextureVertexShader
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#pragma fragment frag
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#pragma target 3.0
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float4 _Color;
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sampler2D _MainTex;
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float4 frag(v2f_customrendertexture IN) : SV_Target
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{
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float2 uv = IN.localTexcoord.xy;
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float4 color = tex2D(_MainTex, uv) * _Color;
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// TODO: Replace this by actual code!
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uint2 p = uv.xy * 256;
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return countbits(~(p.x & p.y) + 1) % 2 * float4(uv, 1, 1) * color;
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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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