mirror of
https://github.com/maxartz15/TextureCombiner.git
synced 2025-06-27 04:46:04 +02:00
Init.
P4 -> GitHub sync.
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80
Assets/Shaders/CombineShader.shader
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80
Assets/Shaders/CombineShader.shader
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Shader "TextureCombiner/CombineShader"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_Tex0("TexR", 2D) = "black" {}
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_Tex1("TexG", 2D) = "black" {}
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_Tex2("TexB", 2D) = "black" {}
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_Tex3("TexA", 2D) = "black" {}
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_Mask0("MaskR", Vector) = (0, 0, 0, 0)
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_Mask1("MaskG", Vector) = (0, 0, 0, 0)
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_Mask2("MaskB", Vector) = (0, 0, 0, 0)
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_Mask3("MaskA", Vector) = (0, 0, 0, 0)
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_Add("Add", Vector) = (0, 0, 0, 0)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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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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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _Tex0;
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sampler2D _Tex1;
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sampler2D _Tex2;
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sampler2D _Tex3;
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float4 _Mask0;
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float4 _Mask1;
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float4 _Mask2;
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float4 _Mask3;
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float4 _Add;
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v2f vert (appdata 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 = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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float GetChannelColor(float4 col, float4 mask)
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{
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return (col.r * mask.r) + (col.g * mask.g) + (col.b * mask.b) + (col.a * mask.a);
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = fixed4(0, 0, 0, 0);
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col.r = clamp(GetChannelColor(tex2D(_Tex0, i.uv).rgba, _Mask0) + _Add.r, 0, 1);
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col.g = clamp(GetChannelColor(tex2D(_Tex1, i.uv).rgba, _Mask1) + _Add.g, 0, 1);
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col.b = clamp(GetChannelColor(tex2D(_Tex2, i.uv).rgba, _Mask2) + _Add.b, 0, 1);
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col.a = clamp(GetChannelColor(tex2D(_Tex3, i.uv).rgba, _Mask3) + _Add.a, 0, 1);
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return col;
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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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9
Assets/Shaders/CombineShader.shader.meta
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9
Assets/Shaders/CombineShader.shader.meta
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fileFormatVersion: 2
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guid: 549aae9fe3b32db48804f14851ff0f48
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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