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path: root/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SummedBlendNode.shader
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Diffstat (limited to 'Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SummedBlendNode.shader')
-rw-r--r--Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SummedBlendNode.shader85
1 files changed, 85 insertions, 0 deletions
diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SummedBlendNode.shader b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SummedBlendNode.shader
new file mode 100644
index 00000000..4f3b670d
--- /dev/null
+++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SummedBlendNode.shader
@@ -0,0 +1,85 @@
+Shader "Hidden/SummedBlendNode"
+{
+ Properties
+ {
+ _A ( "_Weights", 2D) = "white" {}
+ _B ( "_Layer1", 2D) = "white" {}
+ _C ( "_Layer2", 2D ) = "white" {}
+ _D ( "_Layer3", 2D ) = "white" {}
+ _E ( "_Layer4", 2D ) = "white" {}
+ }
+
+ SubShader
+ {
+
+ CGINCLUDE
+
+ #include "UnityCG.cginc"
+ #pragma vertex vert_img
+ #pragma fragment frag
+ sampler2D _A;
+ sampler2D _B;
+
+ ENDCG
+
+ Pass
+ {
+ CGPROGRAM
+ float4 frag(v2f_img i) : SV_Target
+ {
+ float4 Weights = tex2D ( _A, i.uv );
+ float4 Layer1 = tex2D( _B, i.uv );
+ return Weights*Layer1;
+ }
+ ENDCG
+ }
+
+ Pass
+ {
+ CGPROGRAM
+ sampler2D _C;
+ float4 frag ( v2f_img i ) : SV_Target
+ {
+ float4 Weights = tex2D ( _A, i.uv );
+ float4 Layer1 = tex2D ( _B, i.uv );
+ float4 Layer2 = tex2D ( _C, i.uv );
+ return ( Weights.x*Layer1 + Weights.y*Layer2 );
+ }
+ ENDCG
+ }
+
+ Pass
+ {
+ CGPROGRAM
+ sampler2D _C;
+ sampler2D _D;
+ float4 frag ( v2f_img i ) : SV_Target
+ {
+ float4 Weights = tex2D( _A, i.uv );
+ float4 Layer1 = tex2D( _B, i.uv );
+ float4 Layer2 = tex2D( _C, i.uv );
+ float4 Layer3 = tex2D( _D, i.uv );
+ return ( Weights.x*Layer1 + Weights.y*Layer2 + Weights.z*Layer3 );
+ }
+ ENDCG
+ }
+
+ Pass
+ {
+ CGPROGRAM
+ sampler2D _C;
+ sampler2D _D;
+ sampler2D _E;
+ float4 frag ( v2f_img i ) : SV_Target
+ {
+ float4 Weights = tex2D ( _A, i.uv );
+ float4 Layer1 = tex2D ( _B, i.uv );
+ float4 Layer2 = tex2D ( _C, i.uv );
+ float4 Layer3 = tex2D ( _D, i.uv );
+ float4 Layer4 = tex2D ( _E, i.uv );
+ return ( Weights.x*Layer1 + Weights.y*Layer2 + Weights.z*Layer3 + Weights.w*Layer4 );
+ }
+ ENDCG
+ }
+ }
+}