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path: root/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SimpleMultiplyOpNode.shader
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Diffstat (limited to 'Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SimpleMultiplyOpNode.shader')
-rw-r--r--Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SimpleMultiplyOpNode.shader272
1 files changed, 272 insertions, 0 deletions
diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SimpleMultiplyOpNode.shader b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SimpleMultiplyOpNode.shader
new file mode 100644
index 00000000..5bd25e3e
--- /dev/null
+++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SimpleMultiplyOpNode.shader
@@ -0,0 +1,272 @@
+Shader "Hidden/SimpleMultiplyOpNode"
+{
+ Properties
+ {
+ _A ("_A", 2D) = "white" {}
+ _B ("_B", 2D) = "white" {}
+ _C ("_C", 2D) = "white" {}
+ _D ("_D", 2D) = "white" {}
+ _E ("_E", 2D) = "white" {}
+ _F ("_F", 2D) = "white" {}
+ _G ("_G", 2D) = "white" {}
+ _H ("_H", 2D) = "white" {}
+ _I ("_I", 2D) = "white" {}
+ _J ("_J", 2D) = "white" {}
+ _Count ("_Count", Int) = 0
+ }
+
+ SubShader
+ {
+ Pass //2
+ {
+ CGPROGRAM
+ #include "UnityCG.cginc"
+ #pragma vertex vert_img
+ #pragma fragment frag
+
+ sampler2D _A;
+ sampler2D _B;
+
+ float4 frag( v2f_img i ) : SV_Target
+ {
+ float4 a = tex2D( _A, i.uv );
+ float4 b = tex2D( _B, i.uv );
+
+ return a * b;
+ }
+ ENDCG
+ }
+
+ Pass //3
+ {
+ CGPROGRAM
+ #include "UnityCG.cginc"
+ #pragma vertex vert_img
+ #pragma fragment frag
+
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+
+ float4 frag( v2f_img i ) : SV_Target
+ {
+ float4 a = tex2D( _A, i.uv );
+ float4 b = tex2D( _B, i.uv );
+ float4 c = tex2D( _C, i.uv );
+
+ return a * b * c;
+ }
+ ENDCG
+ }
+
+ Pass //4
+ {
+ CGPROGRAM
+ #include "UnityCG.cginc"
+ #pragma vertex vert_img
+ #pragma fragment frag
+
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+ sampler2D _D;
+
+ float4 frag( v2f_img i ) : SV_Target
+ {
+ float4 a = tex2D( _A, i.uv );
+ float4 b = tex2D( _B, i.uv );
+ float4 c = tex2D( _C, i.uv );
+ float4 d = tex2D( _D, i.uv );
+
+ return a * b * c * d;
+ }
+ ENDCG
+ }
+
+ Pass //5
+ {
+ CGPROGRAM
+ #include "UnityCG.cginc"
+ #pragma vertex vert_img
+ #pragma fragment frag
+
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+ sampler2D _D;
+ sampler2D _E;
+
+ float4 frag( v2f_img i ) : SV_Target
+ {
+ float4 a = tex2D( _A, i.uv );
+ float4 b = tex2D( _B, i.uv );
+ float4 c = tex2D( _C, i.uv );
+ float4 d = tex2D( _D, i.uv );
+ float4 e = tex2D( _E, i.uv );
+
+ return a * b * c * d * e;
+ }
+ ENDCG
+ }
+
+ Pass //6
+ {
+ CGPROGRAM
+ #include "UnityCG.cginc"
+ #pragma vertex vert_img
+ #pragma fragment frag
+
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+ sampler2D _D;
+ sampler2D _E;
+ sampler2D _F;
+
+ float4 frag( v2f_img i ) : SV_Target
+ {
+ float4 a = tex2D( _A, i.uv );
+ float4 b = tex2D( _B, i.uv );
+ float4 c = tex2D( _C, i.uv );
+ float4 d = tex2D( _D, i.uv );
+ float4 e = tex2D( _E, i.uv );
+ float4 f = tex2D( _F, i.uv );
+
+ return a * b * c * d * e * f;
+ }
+ ENDCG
+ }
+
+ Pass //7
+ {
+ CGPROGRAM
+ #include "UnityCG.cginc"
+ #pragma vertex vert_img
+ #pragma fragment frag
+
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+ sampler2D _D;
+ sampler2D _E;
+ sampler2D _F;
+ sampler2D _G;
+
+ float4 frag( v2f_img i ) : SV_Target
+ {
+ float4 a = tex2D( _A, i.uv );
+ float4 b = tex2D( _B, i.uv );
+ float4 c = tex2D( _C, i.uv );
+ float4 d = tex2D( _D, i.uv );
+ float4 e = tex2D( _E, i.uv );
+ float4 f = tex2D( _F, i.uv );
+ float4 g = tex2D( _G, i.uv );
+
+ return a * b * c * d * e * f * g;
+ }
+ ENDCG
+ }
+
+ Pass //8
+ {
+ CGPROGRAM
+ #include "UnityCG.cginc"
+ #pragma vertex vert_img
+ #pragma fragment frag
+
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+ sampler2D _D;
+ sampler2D _E;
+ sampler2D _F;
+ sampler2D _G;
+ sampler2D _H;
+
+ float4 frag( v2f_img i ) : SV_Target
+ {
+ float4 a = tex2D( _A, i.uv );
+ float4 b = tex2D( _B, i.uv );
+ float4 c = tex2D( _C, i.uv );
+ float4 d = tex2D( _D, i.uv );
+ float4 e = tex2D( _E, i.uv );
+ float4 f = tex2D( _F, i.uv );
+ float4 g = tex2D( _G, i.uv );
+ float4 h = tex2D( _H, i.uv );
+
+ return a * b * c * d * e * f * g * h;
+ }
+ ENDCG
+ }
+
+ Pass //9
+ {
+ CGPROGRAM
+ #include "UnityCG.cginc"
+ #pragma vertex vert_img
+ #pragma fragment frag
+
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+ sampler2D _D;
+ sampler2D _E;
+ sampler2D _F;
+ sampler2D _G;
+ sampler2D _H;
+ sampler2D _I;
+
+ float4 frag( v2f_img i ) : SV_Target
+ {
+ float4 a = tex2D( _A, i.uv );
+ float4 b = tex2D( _B, i.uv );
+ float4 c = tex2D( _C, i.uv );
+ float4 d = tex2D( _D, i.uv );
+ float4 e = tex2D( _E, i.uv );
+ float4 f = tex2D( _F, i.uv );
+ float4 g = tex2D( _G, i.uv );
+ float4 h = tex2D( _H, i.uv );
+ float4 is = tex2D( _I, i.uv );
+
+ return a * b * c * d * e * f * g * h * is;
+ }
+ ENDCG
+ }
+
+ Pass //10
+ {
+ CGPROGRAM
+ #include "UnityCG.cginc"
+ #pragma vertex vert_img
+ #pragma fragment frag
+
+ sampler2D _A;
+ sampler2D _B;
+ sampler2D _C;
+ sampler2D _D;
+ sampler2D _E;
+ sampler2D _F;
+ sampler2D _G;
+ sampler2D _H;
+ sampler2D _I;
+ sampler2D _J;
+
+ float4 frag( v2f_img i ) : SV_Target
+ {
+ float4 a = tex2D( _A, i.uv );
+ float4 b = tex2D( _B, i.uv );
+ float4 c = tex2D( _C, i.uv );
+ float4 d = tex2D( _D, i.uv );
+ float4 e = tex2D( _E, i.uv );
+ float4 f = tex2D( _F, i.uv );
+ float4 g = tex2D( _G, i.uv );
+ float4 h = tex2D( _H, i.uv );
+ float4 is = tex2D( _I, i.uv );
+ float4 j = tex2D( _J, i.uv );
+
+ return a * b * c * d * e * f * g * h * is * j;
+ }
+ ENDCG
+ }
+ }
+}