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- Shader "Hidden/ComponentMaskNode"
- {
- Properties
- {
- _A ("_A", 2D) = "white" {}
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- float _Singular;
- float4 _Order;
- float4 frag( v2f_img i ) : SV_Target
- {
- float4 a = tex2D( _A, i.uv );
- float4 r = 0;
- if(_Singular == 0)
- r = a.x;
- else if(_Singular == 1)
- r = a.y;
- else if(_Singular == 2)
- r = a.z;
- else if(_Singular == 3)
- r = a.w;
- if ( _Order.x == 0 )
- r.x = a.x;
- else if(_Order.y == 0)
- r.x = a.y;
- else if(_Order.z == 0)
- r.x = a.z;
- else if(_Order.w == 0)
- r.x = a.w;
- if(_Order.y == 1)
- r.y = a.y;
- else if(_Order.z == 1)
- r.y = a.z;
- else if(_Order.w == 1)
- r.y = a.w;
- if(_Order.z == 2)
- r.z = a.z;
- else if(_Order.w == 2)
- r.z = a.w;
- if(_Order.w == 3)
- r.w = a.w;
- return r;
- }
- ENDCG
- }
- }
- }
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