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- Shader "Hidden/TemplateShaderProperty"
- {
- Properties
- {
- [HideFromInspector]_IntData ( "_IntData", Int ) = 0
- [HideFromInspector]_FloatData ( "_FloatData", Float ) = 0
- [HideFromInspector]_VectorData ( "_VectorData", Vector ) = ( 0,0,0,0 )
- [HideFromInspector]_Sampler2DData ( "_Sampler2DData", 2D ) = "white" {}
- [HideFromInspector]_Sampler3DData ( "_Sampler3DData", 3D ) = "white" {}
- [HideFromInspector]_SamplerCubeData ( "_SamplerCubeData", Cube ) = "white" {}
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- uniform int _IntData;
- uniform float _FloatData;
- uniform float4 _VectorData;
- uniform sampler2D _Sampler2DData;
- uniform sampler3D _Sampler3DData;
- uniform samplerCUBE _SamplerCubeData;
-
- #pragma vertex vert_img
- #pragma fragment frag
-
- float4 CalculatePreviewColor ( v2f_img i, const int dataType )
- {
- /*Int*/ if ( dataType == 0 ) return float4( _IntData.xxx,1);
- /*Float*/ if ( dataType == 1 ) return float4( _FloatData.xxx, 1 );
- /*Vector4/Color*/ if ( dataType == 2 ) return _VectorData;
- /*Sampler 2D*/ if ( dataType == 3 ) return tex2D ( _Sampler2DData, i.uv );
- /*Sampler 3D*/ if ( dataType == 4 ) return tex3D ( _Sampler3DData, float3( i.uv, 0.0 ) );
- /*Sampler Cube*/ if ( dataType == 5 ) return texCUBE ( _SamplerCubeData, float3( i.uv, 0.0 ) );
- return (0).xxxx;
- }
- ENDCG
-
- SubShader
- {
- Pass{ CGPROGRAM float4 frag ( v2f_img i ) : SV_Target { return CalculatePreviewColor(i,0); } ENDCG }
- Pass{ CGPROGRAM float4 frag ( v2f_img i ) : SV_Target { return CalculatePreviewColor(i,1); } ENDCG }
- Pass{ CGPROGRAM float4 frag ( v2f_img i ) : SV_Target { return CalculatePreviewColor(i,2); } ENDCG }
- Pass{ CGPROGRAM float4 frag ( v2f_img i ) : SV_Target { return CalculatePreviewColor(i,3); } ENDCG }
- Pass{ CGPROGRAM float4 frag ( v2f_img i ) : SV_Target { return CalculatePreviewColor(i,4); } ENDCG }
- Pass{ CGPROGRAM float4 frag ( v2f_img i ) : SV_Target { return CalculatePreviewColor(i,5); } ENDCG }
- }
- }
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