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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
}
}
}
|