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							- Shader /*ase_name*/"Hidden/Templates/CustomRTInit"/*end*/
 
- {
 
-     Properties
 
-     {
 
-         /*ase_props*/
 
-     }
 
-     SubShader
 
-     {
 
-         Tags { }
 
- 		/*ase_all_modules*/
 
- 		/*ase_pass*/
 
-         Pass
 
-         {
 
- 			Name "Custom RT Init"
 
-             CGPROGRAM
 
-             #include "UnityCustomRenderTexture.cginc"
 
-             #pragma vertex ASEInitCustomRenderTextureVertexShader
 
-             #pragma fragment frag
 
-             #pragma target 3.5
 
- 			/*ase_pragma*/
 
- 			struct ase_appdata_init_customrendertexture
 
- 			{
 
- 				float4 vertex : POSITION;
 
- 				float4 texcoord : TEXCOORD0;
 
- 				/*ase_vdata:p=p;uv0=tc0*/
 
- 			};
 
- 			// User facing vertex to fragment structure for initialization materials
 
- 			struct ase_v2f_init_customrendertexture
 
- 			{
 
- 				float4 vertex : SV_POSITION;
 
- 				float2 texcoord : TEXCOORD0;
 
- 				float3 direction : TEXCOORD1;
 
- 				/*ase_interp(2,):sp=sp.xyzw;uv0=tc0;uv1=tc1*/
 
- 			};
 
- 			/*ase_globals*/
 
- 			ase_v2f_init_customrendertexture ASEInitCustomRenderTextureVertexShader (ase_appdata_init_customrendertexture v /*ase_vert_input*/)
 
- 			{
 
- 				ase_v2f_init_customrendertexture o;
 
- 				/*ase_vert_code:v=ase_appdata_init_customrendertexture;o=ase_v2f_init_customrendertexture*/
 
- 				o.vertex = UnityObjectToClipPos(v.vertex);
 
- 				o.texcoord = float3(v.texcoord.xy, CustomRenderTexture3DTexcoordW);
 
- 				o.direction = CustomRenderTextureComputeCubeDirection(v.texcoord.xy);
 
- 				return o;
 
- 			}
 
-             float4 frag(ase_v2f_init_customrendertexture IN /*ase_frag_input*/) : COLOR
 
-             {
 
-                 float4 finalColor;
 
- 				/*ase_frag_code:IN=ase_v2f_init_customrendertexture*/
 
-                 finalColor = /*ase_frag_out:Frag Color;Float4*/float4(1,1,1,1)/*end*/;
 
- 				return finalColor;
 
-             }
 
-             ENDCG
 
-         }
 
-     }
 
- }
 
 
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