Initial commit
This commit is contained in:
1 parent
ee9615239e
commit
16feac691f
4093 files changed
+1030491
No files matched your search
@@ -0,0 +1,71 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Hidden/Gaia/CombineColorChannels"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
// we have removed support for texture tiling/offset,
|
||||
// so make them not be displayed in material inspector
|
||||
[NoScaleOffset] _RedChannelTex ("Texture", 2D) = "black" {}
|
||||
[NoScaleOffset] _GreenChannelTex ("Texture", 2D) = "black" {}
|
||||
[NoScaleOffset] _BlueChannelTex ("Texture", 2D) = "black" {}
|
||||
[NoScaleOffset] _AlphaChannelTex ("Texture", 2D) = "black" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
// use "vert" function as the vertex shader
|
||||
#pragma vertex vert
|
||||
// use "frag" function as the __pixel__ (fragment) shader
|
||||
#pragma fragment frag
|
||||
|
||||
// vertex shader inputs
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION; // vertex position
|
||||
float2 uv : TEXCOORD0; // texture coordinate
|
||||
};
|
||||
|
||||
// vertex shader outputs ("vertex to fragment")
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0; // texture coordinate
|
||||
float4 vertex : SV_POSITION; // clip space position
|
||||
};
|
||||
|
||||
// vertex shader
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
// transform position to clip space
|
||||
// (multiply with model*view*projection matrix)
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
// just pass the texture coordinate
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
// textures we will sample
|
||||
sampler2D _RedChannelTex;
|
||||
sampler2D _GreenChannelTex;
|
||||
sampler2D _BlueChannelTex;
|
||||
sampler2D _AlphaChannelTex;
|
||||
|
||||
// pixel shader; returns low precision ("fixed4" type)
|
||||
// color ("SV_Target" semantic)
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
// sample texture and return it
|
||||
fixed4 col = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
col.r = tex2D(_RedChannelTex, i.uv);
|
||||
col.g = tex2D(_GreenChannelTex, i.uv);
|
||||
col.b = tex2D(_BlueChannelTex, i.uv);
|
||||
col.a = tex2D(_AlphaChannelTex, i.uv);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user