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Shader "Hidden/TerrainTools/NoiseLib/DefaultPreview"
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{
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Properties { _MainTex ("Texture", any) = "" {} }
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SubShader
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{
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ZTest Always Cull OFF ZWrite Off
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HLSLINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert( appdata_t v )
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{
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v2f o;
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o.vertex = UnityObjectToClipPos( v.vertex );
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o.uv = v.uv;
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return o;
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}
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ENDHLSL
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Pass // 1
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{
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Name "Noise Preview"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4 frag( v2f i ) : SV_Target
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{
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float noiseVal = tex2D(_MainTex, i.uv);
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// display negative areas as a separate color
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float4 negativeColor = float4( 0, abs( noiseVal.x ), abs( noiseVal.x ), 1 );
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float4 positiveColor = float4( noiseVal.xxx, 1 );
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float t = max( sign( noiseVal.x ), 0 );
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return lerp( negativeColor, positiveColor, t );
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}
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ENDHLSL
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}
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}
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}
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