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- Shader "Hidden/TextureTransform"
- {
- Properties
- {
- _Sampler ("_Sampler", 2D) = "white" {}
- _Sampler3D ("_Sampler3D", 3D) = "white" {}
- _Array ("_Array", 2DArray) = "white" {}
- _Cube ("_Cube", CUBE) = "white" {}
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- int _PreviewID = 0;
- sampler2D _Sampler;
- float4 _Sampler_ST;
- float4 frag( v2f_img i ) : SV_Target
- {
- return _PreviewID == 0?float4(_Sampler_ST.xy,0,0): float4(_Sampler_ST.zw,0,0);
- }
- ENDCG
- }
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- int _PreviewID = 0;
- sampler3D _Sampler3D;
- float4 _Sampler3D_ST;
- float4 frag (v2f_img i) : SV_Target
- {
- return _Sampler3D_ST;
- return _PreviewID == 0 ? float4(_Sampler3D_ST.xy, 0, 0) : float4(_Sampler3D_ST.zw, 0, 0);
- }
- ENDCG
- }
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- int _PreviewID = 0;
- UNITY_DECLARE_TEX2DARRAY (_Array);
- float4 _Array_ST;
- float4 frag (v2f_img i) : SV_Target
- {
- return _Array_ST;
- return _PreviewID == 0 ? float4(_Array_ST.xy, 0, 0) : float4(_Array_ST.zw, 0, 0);
- }
- ENDCG
- }
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- int _PreviewID = 0;
- samplerCUBE _Cube;
- float4 _Cube_ST;
- float4 frag (v2f_img i) : SV_Target
- {
- return _Cube_ST;
- return _PreviewID == 0 ? float4(_Cube_ST.xy, 0, 0) : float4(_Cube_ST.zw, 0, 0);
- }
- ENDCG
- }
- }
- }
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