diff options
Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/LinearPreviews.shader')
-rw-r--r-- | Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/LinearPreviews.shader | 232 |
1 files changed, 0 insertions, 232 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/LinearPreviews.shader b/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/LinearPreviews.shader deleted file mode 100644 index 077ef3a9..00000000 --- a/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/LinearPreviews.shader +++ /dev/null @@ -1,232 +0,0 @@ -Shader "Hidden/LinearMaterial" -{ - Properties - { - _MainTex( "Texture", any ) = "" {} - _BackGround( "Back", 2D) = "white" {} - } - - SubShader - { - Lighting Off - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - ZWrite Off - ZTest Always - - - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 2.0 - - #include "UnityCG.cginc" - - sampler2D _MainTex; - uniform float4 _MainTex_ST; - float4 _Mask; - - uniform float4x4 unity_GUIClipTextureMatrix; - sampler2D _GUIClipTexture; - - struct appdata_t { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - }; - - struct v2f { - float4 vertex : SV_POSITION; - float2 texcoord : TEXCOORD0; - float2 clipUV : TEXCOORD1; - }; - - v2f vert( appdata_t v ) - { - v2f o; - o.vertex = UnityObjectToClipPos( v.vertex ); - o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); - float3 eyePos = UnityObjectToViewPos( v.vertex ); - o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) ); - return o; - } - - fixed4 frag( v2f i ) : SV_Target - { - float4 c = tex2D( _MainTex, i.texcoord ); - c.rgb *= _Mask.rgb; - - c.a = tex2D( _GUIClipTexture, i.clipUV ).a; - return c; - } - ENDCG - } - - Pass { // sphere preview = true, alpha mask = false - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 2.0 - - #include "UnityCG.cginc" - - sampler2D _MainTex; - uniform float4 _MainTex_ST; - float _InvertedZoom; - float4 _Mask; - - uniform float4x4 unity_GUIClipTextureMatrix; - sampler2D _GUIClipTexture; - - struct appdata_t { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - }; - - struct v2f { - float4 vertex : SV_POSITION; - float2 texcoord : TEXCOORD0; - float2 clipUV : TEXCOORD1; - }; - - v2f vert( appdata_t v ) - { - v2f o; - o.vertex = UnityObjectToClipPos( v.vertex ); - o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); - float3 eyePos = UnityObjectToViewPos( v.vertex ); - o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) ); - return o; - } - - fixed4 frag( v2f i ) : SV_Target - { - float2 p = 2 * i.texcoord - 1; - float r = sqrt( dot( p,p ) ); - - float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) ); - - float4 c = tex2D( _MainTex, i.texcoord ); - c.rgb *= _Mask.rgb; - - c.rgb *= alpha; - - c.a = tex2D( _GUIClipTexture, i.clipUV ).a; - return c; - } - ENDCG - } - - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 2.0 - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _BackGround; - uniform float4 _MainTex_ST; - uniform float4 _BackGround_ST; - float _InvertedZoom; - float4 _Mask; - - uniform float4x4 unity_GUIClipTextureMatrix; - sampler2D _GUIClipTexture; - - struct appdata_t { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - }; - - struct v2f { - float4 vertex : SV_POSITION; - float2 texcoord : TEXCOORD0; - float2 clipUV : TEXCOORD1; - }; - - v2f vert( appdata_t v ) - { - v2f o; - o.vertex = UnityObjectToClipPos( v.vertex ); - o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); - float3 eyePos = UnityObjectToViewPos( v.vertex ); - o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) ); - return o; - } - - fixed4 frag( v2f i ) : SV_Target - { - float3 back = tex2D( _BackGround, ( i.texcoord * 2 - 1 ) * _InvertedZoom).b; - - float4 c = tex2D( _MainTex, i.texcoord ); - c.rgb *= _Mask.rgb; - c.rgb = lerp( back, c.rgb, c.a ); - - c.a = tex2D( _GUIClipTexture, i.clipUV ).a; - return c; - } - ENDCG - } - - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 2.0 - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _BackGround; - uniform float4 _MainTex_ST; - uniform float4 _BackGround_ST; - float _InvertedZoom; - float4 _Mask; - - uniform float4x4 unity_GUIClipTextureMatrix; - sampler2D _GUIClipTexture; - - struct appdata_t { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - }; - - struct v2f { - float4 vertex : SV_POSITION; - float2 texcoord : TEXCOORD0; - float2 clipUV : TEXCOORD1; - }; - - v2f vert( appdata_t v ) - { - v2f o; - o.vertex = UnityObjectToClipPos( v.vertex ); - o.texcoord = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); - float3 eyePos = UnityObjectToViewPos( v.vertex ); - o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) ); - return o; - } - - fixed4 frag( v2f i ) : SV_Target - { - float2 p = 2 * i.texcoord - 1; - float3 back = tex2D( _BackGround, p * _InvertedZoom).b; - float r = sqrt( dot( p,p ) ); - - float alpha = saturate( ( 1 - r )*( 45 * _InvertedZoom + 5 ) ); - - float4 c = 0; - c = tex2D( _MainTex, i.texcoord ); - c.rgb *= _Mask.rgb; - c.rgb = lerp( back, c.rgb, c.a * alpha); - - c.a = tex2D( _GUIClipTexture, i.clipUV ).a; - return c; - } - ENDCG - } - } - Fallback Off -} |