TextureCombiner/Assets/Shaders/CombineShader.shader
max 1165a4e4a8 Init.
P4 -> GitHub sync.
2020-11-01 03:54:32 +01:00

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Shader "TextureCombiner/CombineShader"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Tex0("TexR", 2D) = "black" {}
_Tex1("TexG", 2D) = "black" {}
_Tex2("TexB", 2D) = "black" {}
_Tex3("TexA", 2D) = "black" {}
_Mask0("MaskR", Vector) = (0, 0, 0, 0)
_Mask1("MaskG", Vector) = (0, 0, 0, 0)
_Mask2("MaskB", Vector) = (0, 0, 0, 0)
_Mask3("MaskA", Vector) = (0, 0, 0, 0)
_Add("Add", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Tex0;
sampler2D _Tex1;
sampler2D _Tex2;
sampler2D _Tex3;
float4 _Mask0;
float4 _Mask1;
float4 _Mask2;
float4 _Mask3;
float4 _Add;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float GetChannelColor(float4 col, float4 mask)
{
return (col.r * mask.r) + (col.g * mask.g) + (col.b * mask.b) + (col.a * mask.a);
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = fixed4(0, 0, 0, 0);
col.r = clamp(GetChannelColor(tex2D(_Tex0, i.uv).rgba, _Mask0) + _Add.r, 0, 1);
col.g = clamp(GetChannelColor(tex2D(_Tex1, i.uv).rgba, _Mask1) + _Add.g, 0, 1);
col.b = clamp(GetChannelColor(tex2D(_Tex2, i.uv).rgba, _Mask2) + _Add.b, 0, 1);
col.a = clamp(GetChannelColor(tex2D(_Tex3, i.uv).rgba, _Mask3) + _Add.a, 0, 1);
return col;
}
ENDCG
}
}
}