Preview_TextureTransform.shader 1.7 KB

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  1. Shader "Hidden/TextureTransform"
  2. {
  3. Properties
  4. {
  5. _Sampler ("_Sampler", 2D) = "white" {}
  6. _Sampler3D ("_Sampler3D", 3D) = "white" {}
  7. _Array ("_Array", 2DArray) = "white" {}
  8. _Cube ("_Cube", CUBE) = "white" {}
  9. }
  10. SubShader
  11. {
  12. Pass
  13. {
  14. CGPROGRAM
  15. #include "UnityCG.cginc"
  16. #include "Preview.cginc"
  17. #pragma vertex vert_img
  18. #pragma fragment frag
  19. int _PreviewID = 0;
  20. sampler2D _Sampler;
  21. float4 _Sampler_ST;
  22. float4 frag( v2f_img i ) : SV_Target
  23. {
  24. return _PreviewID == 0?float4(_Sampler_ST.xy,0,0): float4(_Sampler_ST.zw,0,0);
  25. }
  26. ENDCG
  27. }
  28. Pass
  29. {
  30. CGPROGRAM
  31. #include "UnityCG.cginc"
  32. #include "Preview.cginc"
  33. #pragma vertex vert_img
  34. #pragma fragment frag
  35. int _PreviewID = 0;
  36. sampler3D _Sampler3D;
  37. float4 _Sampler3D_ST;
  38. float4 frag (v2f_img i) : SV_Target
  39. {
  40. return _Sampler3D_ST;
  41. return _PreviewID == 0 ? float4(_Sampler3D_ST.xy, 0, 0) : float4(_Sampler3D_ST.zw, 0, 0);
  42. }
  43. ENDCG
  44. }
  45. Pass
  46. {
  47. CGPROGRAM
  48. #include "UnityCG.cginc"
  49. #include "Preview.cginc"
  50. #pragma vertex vert_img
  51. #pragma fragment frag
  52. int _PreviewID = 0;
  53. UNITY_DECLARE_TEX2DARRAY (_Array);
  54. float4 _Array_ST;
  55. float4 frag (v2f_img i) : SV_Target
  56. {
  57. return _Array_ST;
  58. return _PreviewID == 0 ? float4(_Array_ST.xy, 0, 0) : float4(_Array_ST.zw, 0, 0);
  59. }
  60. ENDCG
  61. }
  62. Pass
  63. {
  64. CGPROGRAM
  65. #include "UnityCG.cginc"
  66. #include "Preview.cginc"
  67. #pragma vertex vert_img
  68. #pragma fragment frag
  69. int _PreviewID = 0;
  70. samplerCUBE _Cube;
  71. float4 _Cube_ST;
  72. float4 frag (v2f_img i) : SV_Target
  73. {
  74. return _Cube_ST;
  75. return _PreviewID == 0 ? float4(_Cube_ST.xy, 0, 0) : float4(_Cube_ST.zw, 0, 0);
  76. }
  77. ENDCG
  78. }
  79. }
  80. }