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- Shader "Hidden/BreakToComponentsNode"
- {
- Properties
- {
- _A ("_A", 2D) = "white" {}
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- float4 frag(v2f_img i) : SV_Target
- {
- return tex2D( _A, i.uv ).x;
- }
- ENDCG
- }
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- float4 frag(v2f_img i) : SV_Target
- {
- return tex2D( _A, i.uv ).y;
- }
- ENDCG
- }
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- float4 frag(v2f_img i) : SV_Target
- {
- return tex2D( _A, i.uv ).z;
- }
- ENDCG
- }
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- float4 frag(v2f_img i) : SV_Target
- {
- return tex2D( _A, i.uv ).w;
- }
- ENDCG
- }
- }
- }
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