Preview_SummedBlendNode.shader 1.6 KB

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  1. Shader "Hidden/SummedBlendNode"
  2. {
  3. Properties
  4. {
  5. _A ( "_Weights", 2D) = "white" {}
  6. _B ( "_Layer1", 2D) = "white" {}
  7. _C ( "_Layer2", 2D ) = "white" {}
  8. _D ( "_Layer3", 2D ) = "white" {}
  9. _E ( "_Layer4", 2D ) = "white" {}
  10. }
  11. SubShader
  12. {
  13. CGINCLUDE
  14. #include "UnityCG.cginc"
  15. #include "Preview.cginc"
  16. #pragma vertex vert_img
  17. #pragma fragment frag
  18. sampler2D _A;
  19. sampler2D _B;
  20. ENDCG
  21. Pass
  22. {
  23. CGPROGRAM
  24. float4 frag(v2f_img i) : SV_Target
  25. {
  26. float4 Weights = tex2D ( _A, i.uv );
  27. float4 Layer1 = tex2D( _B, i.uv );
  28. return Weights*Layer1;
  29. }
  30. ENDCG
  31. }
  32. Pass
  33. {
  34. CGPROGRAM
  35. sampler2D _C;
  36. float4 frag ( v2f_img i ) : SV_Target
  37. {
  38. float4 Weights = tex2D ( _A, i.uv );
  39. float4 Layer1 = tex2D ( _B, i.uv );
  40. float4 Layer2 = tex2D ( _C, i.uv );
  41. return ( Weights.x*Layer1 + Weights.y*Layer2 );
  42. }
  43. ENDCG
  44. }
  45. Pass
  46. {
  47. CGPROGRAM
  48. sampler2D _C;
  49. sampler2D _D;
  50. float4 frag ( v2f_img i ) : SV_Target
  51. {
  52. float4 Weights = tex2D( _A, i.uv );
  53. float4 Layer1 = tex2D( _B, i.uv );
  54. float4 Layer2 = tex2D( _C, i.uv );
  55. float4 Layer3 = tex2D( _D, i.uv );
  56. return ( Weights.x*Layer1 + Weights.y*Layer2 + Weights.z*Layer3 );
  57. }
  58. ENDCG
  59. }
  60. Pass
  61. {
  62. CGPROGRAM
  63. sampler2D _C;
  64. sampler2D _D;
  65. sampler2D _E;
  66. float4 frag ( v2f_img i ) : SV_Target
  67. {
  68. float4 Weights = tex2D ( _A, i.uv );
  69. float4 Layer1 = tex2D ( _B, i.uv );
  70. float4 Layer2 = tex2D ( _C, i.uv );
  71. float4 Layer3 = tex2D ( _D, i.uv );
  72. float4 Layer4 = tex2D ( _E, i.uv );
  73. return ( Weights.x*Layer1 + Weights.y*Layer2 + Weights.z*Layer3 + Weights.w*Layer4 );
  74. }
  75. ENDCG
  76. }
  77. }
  78. }