diff options
Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendOpsNode.shader')
-rw-r--r-- | Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendOpsNode.shader | 601 |
1 files changed, 0 insertions, 601 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendOpsNode.shader b/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendOpsNode.shader deleted file mode 100644 index 80665118..00000000 --- a/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendOpsNode.shader +++ /dev/null @@ -1,601 +0,0 @@ -Shader "Hidden/BlendOpsNode" -{ - Properties - { - _A ("_Source", 2D) = "white" {} - _B ("_Destiny", 2D) = "white" {} - _C ("_Alpha", 2D) = "white" {} - } - SubShader - { - Pass //colorburn - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( 1.0 - ( ( 1.0 - des) / max( src,0.00001)) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp(des, c, alpha); - } - - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //colordodge - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( des/ max( 1.0 - src,0.00001 ) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //darken - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( min( src , des ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //divide - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( des / max( src,0.00001) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //difference - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( abs( src - des ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //exclusion - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( 0.5 - 2.0 * ( src - 0.5 ) * ( des - 0.5 ) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //softlight - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( 2.0f*src*des + des*des*(1.0f - 2.0f*src) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //hardlight - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( src > 0.5 ? ( 1.0 - ( 1.0 - 2.0 * ( src - 0.5 ) ) * ( 1.0 - des ) ) : ( 2.0 * src * des ) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //hardmix - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( round( 0.5 * ( src + des ) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //lighten - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( max( src, des ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //linearburn - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( src + des - 1.0 ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //lineardodge - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( src + des ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //linearlight - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( src > 0.5 ? ( des + 2.0 * src - 1.0 ) : ( des + 2.0 * ( src - 0.5 ) ) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //multiply - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( src * des ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //overlay - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( des > 0.5 ? ( 1.0 - 2.0 * ( 1.0 - des ) * ( 1.0 - src ) ) : ( 2.0 * des * src ) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //pinlight - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( src > 0.5 ? max( des, 2.0 * ( src - 0.5 ) ) : min( des, 2.0 * src ) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //subtract - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( des - src ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //screen - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( 1.0 - ( 1.0 - src ) * ( 1.0 - des ) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - - Pass //vividlight - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - sampler2D _A; - sampler2D _B; - sampler2D _C; - int _Sat; - int _Lerp; - - float4 frag(v2f_img i) : SV_Target - { - float4 src = tex2D( _A, i.uv ); - float4 des = tex2D( _B, i.uv ); - - float4 c = ( ( src > 0.5 ? ( des / max( ( 1.0 - src ) * 2.0 ,0.00001) ) : ( 1.0 - ( ( ( 1.0 - des ) * 0.5 ) / max(src,0.00001) ) ) ) ); - if (_Lerp == 1) - { - float alpha = tex2D (_C, i.uv).r; - c = lerp (des, c, alpha); - } - if( _Sat == 1 ) - c = saturate( c ); - return c; - } - ENDCG - } - } -} |