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Shader "Hidden/TFHCCompareWithRange"
{
Properties
{
_A ("_Value", 2D) = "white" {}
_B ("_RangeMin", 2D) = "white" {}
_C ("_RangeMax", 2D) = "white" {}
_D ( "_True", 2D ) = "white" {}
_E ( "_False", 2D ) = "white" {}
}
SubShader
{
Pass
{
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 Value = tex2D( _A, i.uv ).x;
float4 RangeMin = tex2D( _B, i.uv ).x;
float4 RangeMax = tex2D( _C, i.uv );
float4 True = tex2D ( _D, i.uv );
float4 False = tex2D ( _E, i.uv );
return ( ( Value >= RangeMin && Value <= RangeMax ) ? True : False );
}
ENDCG
}
}
}
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