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44 lines
1.2 KiB
44 lines
1.2 KiB
Shader "UltraCombos/Composite"
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{
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Properties
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{
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_LeftTex ("Left", 2D) = "black" {}
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_CenterTex ("Center", 2D) = "black" {}
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_RightTex ("Right", 2D) = "black" {}
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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 "Composite"
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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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sampler2D _LeftTex;
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sampler2D _CenterTex;
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sampler2D _RightTex;
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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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float x = uv.x;
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const float third = 1.0 / 3.0;
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if (x < third)
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return tex2D(_LeftTex, float2(x * 3.0, uv.y));
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else if (x < 2.0 * third)
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return tex2D(_CenterTex, float2((x - third) * 3.0, uv.y));
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else
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return tex2D(_RightTex, float2((x - 2.0 * third) * 3.0, uv.y));
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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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