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Shader "Hidden/TFHCCompareEqual"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_True", 2D) = "white" {}
_D ( "_False", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
int _Operator;
float4 frag(v2f_img i) : SV_Target
{
float A = tex2D( _A, i.uv ).x;
float B = tex2D( _B, i.uv ).x;
float4 True = tex2D( _C, i.uv );
float4 False = tex2D ( _D, i.uv );
if( _Operator == 0 )
return ( ( A == B ) ? True : False );
else if( _Operator == 1 )
return ( ( A != B ) ? True : False );
else if( _Operator == 2 )
return ( ( A > B ) ? True : False );
else if( _Operator == 3 )
return ( ( A >= B ) ? True : False );
else if( _Operator == 4 )
return ( ( A < B ) ? True : False );
else
return ( ( A <= B ) ? True : False );
}
ENDCG
}
}
}
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