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- Shader "Hidden/TFHCIf"
- {
- Properties
- {
- _A ("_A", 2D) = "white" {}
- _B ("_B", 2D) = "white" {}
- _C ("_AGreaterB", 2D) = "white" {}
- _D ( "_AEqualsB", 2D ) = "white" {}
- _E ( "_ALessB", 2D ) = "white" {}
- _F ( "_EqualThreshold", 2D ) = "white" {}
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- sampler2D _B;
- sampler2D _C;
- sampler2D _D;
- sampler2D _E;
- sampler2D _F;
- float4 frag(v2f_img i) : SV_Target
- {
- float4 A = tex2D( _A, i.uv ).x;
- float4 B = tex2D( _B, i.uv ).x;
- float4 AGreaterB = tex2D( _C, i.uv );
- float4 AEqualsB = tex2D ( _D, i.uv );
- float4 ALessB = tex2D ( _E, i.uv );
- float4 EqualThreshold = tex2D ( _F, i.uv );
- return ( A - EqualThreshold > B ? AGreaterB : A - EqualThreshold <= B && A + EqualThreshold >= B ? AEqualsB : ALessB );
- }
- ENDCG
- }
- }
- }
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