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Shader "Hidden/TextureArrayNode"
{
Properties
{
_A ("_UVs", 2D) = "white" {}
_B ("_Index", 2D) = "white" {}
_C ("_Lod", 2D) = "white" {}
_D ("_NormalScale", 2D) = "white" {}
_G ("_Tex", 2D) = "white" {}
_TexConnected ("_TexConnected", Int) = 0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma target 3.5
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
uniform UNITY_DECLARE_TEX2DARRAY( _Sampler );
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
sampler2D _G;
float _CustomUVs;
float _LodType;
float _Unpack;
int _TexConnected;
float4 frag( v2f_img i ) : SV_Target
{
float2 uvs = i.uv;
if ( _CustomUVs == 1 )
uvs = tex2D( _A, i.uv ).xy;
float n = tex2D( _D, i.uv ).r;
float4 c = 0;
if ( _LodType == 1 ) {
float lod = tex2D( _C, i.uv ).r;
c = UNITY_SAMPLE_TEX2DARRAY_LOD( _Sampler, float3( uvs, tex2D( _B, i.uv ).r ), lod );
}
else if( _TexConnected == 0) {
c = UNITY_SAMPLE_TEX2DARRAY( _Sampler, float3( uvs, tex2D( _B, i.uv ).r ) );
}
else {
c = tex2D( _G, uvs );
}
if ( _Unpack == 1 )
{
c.rgb = UnpackScaleNormal(c, n);
}
return c;
}
ENDCG
}
}
}
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