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- Shader "Hidden/ParallaxMappingNode"
- {
- Properties
- {
- _A ("_UV", 2D) = "white" {}
- _B ("_Height", 2D) = "white" {}
- _C ("_Scale", 2D) = "white" {}
- _D ("_ViewDirTan", 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;
- float _ParallaxType;
- float4 frag(v2f_img i) : SV_Target
- {
- float2 uv = tex2D( _A, i.uv ).rg;
- float h = tex2D( _B, i.uv ).r;
- float s = tex2D( _C, i.uv ).r;
- float3 vt = tex2D( _D, i.uv ).xyz;
- float2 parallaxed = uv;
- if ( _ParallaxType == 1 ) {
- parallaxed = ( ( h - 1 )*( vt.xy / vt.z ) * s ) + uv;
- }
- else {
- parallaxed = ( ( h - 1 )*( vt.xy ) * s ) + uv;
- }
- return float4(parallaxed, 0 , 0);
- }
- ENDCG
- }
- }
- }
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