Preview_BreakToComponentsNode.shader 1.1 KB

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  1. Shader "Hidden/BreakToComponentsNode"
  2. {
  3. Properties
  4. {
  5. _A ("_A", 2D) = "white" {}
  6. }
  7. SubShader
  8. {
  9. Pass
  10. {
  11. CGPROGRAM
  12. #include "UnityCG.cginc"
  13. #include "Preview.cginc"
  14. #pragma vertex vert_img
  15. #pragma fragment frag
  16. sampler2D _A;
  17. float4 frag(v2f_img i) : SV_Target
  18. {
  19. return tex2D( _A, i.uv ).x;
  20. }
  21. ENDCG
  22. }
  23. Pass
  24. {
  25. CGPROGRAM
  26. #include "UnityCG.cginc"
  27. #include "Preview.cginc"
  28. #pragma vertex vert_img
  29. #pragma fragment frag
  30. sampler2D _A;
  31. float4 frag(v2f_img i) : SV_Target
  32. {
  33. return tex2D( _A, i.uv ).y;
  34. }
  35. ENDCG
  36. }
  37. Pass
  38. {
  39. CGPROGRAM
  40. #include "UnityCG.cginc"
  41. #include "Preview.cginc"
  42. #pragma vertex vert_img
  43. #pragma fragment frag
  44. sampler2D _A;
  45. float4 frag(v2f_img i) : SV_Target
  46. {
  47. return tex2D( _A, i.uv ).z;
  48. }
  49. ENDCG
  50. }
  51. Pass
  52. {
  53. CGPROGRAM
  54. #include "UnityCG.cginc"
  55. #include "Preview.cginc"
  56. #pragma vertex vert_img
  57. #pragma fragment frag
  58. sampler2D _A;
  59. float4 frag(v2f_img i) : SV_Target
  60. {
  61. return tex2D( _A, i.uv ).w;
  62. }
  63. ENDCG
  64. }
  65. }
  66. }