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- Shader "Hidden/LayeredBlendNode"
- {
- Properties
- {
- _A ( "_Weights", 2D) = "white" {}
- _B ( "_LayerBase", 2D) = "white" {}
- _C ( "_Layer1", 2D) = "white" {}
- _D ( "_Layer2", 2D ) = "white" {}
- _E ( "_Layer3", 2D ) = "white" {}
- _F ( "_Layer4", 2D ) = "white" {}
- }
- SubShader
- {
- CGINCLUDE
-
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- sampler2D _B;
- sampler2D _C;
-
- ENDCG
- Pass
- {
- CGPROGRAM
- float4 frag(v2f_img i) : SV_Target
- {
- float4 Weights = tex2D( _A, i.uv );
- float4 LayerBase = tex2D( _B, i.uv );
- float4 Layer1 = tex2D( _C, i.uv );
- return lerp ( LayerBase, Layer1, Weights.x );
- }
- ENDCG
- }
- Pass
- {
- CGPROGRAM
- sampler2D _D;
- float4 frag ( v2f_img i ) : SV_Target
- {
- float4 Weights = tex2D ( _A, i.uv );
- float4 LayerBase = tex2D ( _B, i.uv );
- float4 Layer1 = tex2D ( _C, i.uv );
- float4 Layer2 = tex2D ( _D, i.uv );
- return lerp ( lerp ( LayerBase, Layer1, Weights.x ), Layer2, Weights.y );
- }
- ENDCG
- }
-
- Pass
- {
- CGPROGRAM
- sampler2D _D;
- sampler2D _E;
- float4 frag ( v2f_img i ) : SV_Target
- {
- float4 Weights = tex2D ( _A, i.uv );
- float4 LayerBase = tex2D ( _B, i.uv );
- float4 Layer1 = tex2D ( _C, i.uv );
- float4 Layer2 = tex2D ( _D, i.uv );
- float4 Layer3 = tex2D ( _E, i.uv );
- return lerp ( lerp ( lerp ( LayerBase, Layer1, Weights.x ), Layer2, Weights.y ), Layer3, Weights.z );
- }
- ENDCG
- }
-
- Pass
- {
- CGPROGRAM
- sampler2D _D;
- sampler2D _E;
- sampler2D _F;
- float4 frag ( v2f_img i ) : SV_Target
- {
- float4 Weights = tex2D ( _A, i.uv );
- float4 LayerBase = tex2D ( _B, i.uv );
- float4 Layer1 = tex2D ( _C, i.uv );
- float4 Layer2 = tex2D ( _D, i.uv );
- float4 Layer3 = tex2D ( _E, i.uv );
- float4 Layer4 = tex2D ( _F, i.uv );
- return lerp ( lerp ( lerp ( lerp ( LayerBase, Layer1, Weights.x ), Layer2, Weights.y ), Layer3, Weights.z ), Layer4, Weights.w );
- }
- ENDCG
- }
- }
- }
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