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Shader "Hidden/TerrainTools/Noise/Preview"
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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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float _Layer;
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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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inline float4 remap( float4 n, float o, float p, float a, float b )
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{
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return a.xxxx + (b.xxxx - a.xxxx) * (n - o.xxxx) / (p.xxxx - o.xxxx);
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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
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{
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Name "Noise Preview (2D)"
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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 r = tex2D(_MainTex, i.uv).r;
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// r = remap( r.xxxx, 0, 1, -4, 5 );
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float4 color = lerp( float4( 0, abs( r ), abs( r ), 1 ), float4( r.xxx, 1 ), max( sign( r ), 0 ) );
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// color the out of range values
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color = lerp( color, float4( r - .9, 0, 0, 1 ), max( sign( r - 1 ), 0 ) ); // if over 1
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return color;
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}
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ENDHLSL
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}
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Pass
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{
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Name "Noise Preview (3D)"
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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 r = tex2D(_MainTex, i.uv).r;
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return lerp( float4( 0, abs( r ), abs( r ), 1 ), float4( r.xxx, 1 ), max( sign( r ), 0 ) );
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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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