Shader "hidden/preview/Smoothstep_F2C698A4"
Shader "hidden/preview/_D6313FDD"
Float_BAE7EB71("Strength", Float) = 1
Float_21781ECA("Ref", Float) = 0
[HideInInspector] [NonModifiableTextureData] [NoScaleOffset] Texture_930E6693("9a61064b-169a-41ef-b682-771a60220772", 2D) = "white" {}
[HideInInspector] [NonModifiableTextureData] [NoScaleOffset] Texture_38F8F2CD("texture", 2D) = "white" {}
void Unity_Smoothstep_float(float A, float B, float T, out float Out)
void Unity_ScaleAndOffset_float(float2 uv, float2 scale, float2 scaleCenter, float2 offset, out float2 result)
Out = smoothstep(A, B, T);
float4 xform = float4(scale, offset + scaleCenter - scaleCenter * scale);
result = uv * xform.xy + xform.zw;
}
struct GraphVertexInput
{
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SurfaceInputs{
half4 uv0;
float _Smoothstep_F2C698A4_Out;
float2 __D6313FDD_result;
surface._Smoothstep_F2C698A4_Out = scale * surface._Smoothstep_F2C698A4_Out;
surface.__D6313FDD_result = scale * surface.__D6313FDD_result;
base._Smoothstep_F2C698A4_Out = base._Smoothstep_F2C698A4_Out + add._Smoothstep_F2C698A4_Out;
base.__D6313FDD_result = base.__D6313FDD_result + add.__D6313FDD_result;
float Float_BAE7EB71;
float Float_21781ECA;
UNITY_DECLARE_TEX2D(Texture_930E6693);
float _Smoothstep_F2C698A4_A;
float _Smoothstep_F2C698A4_B;
float _Smoothstep_F2C698A4_T;
UNITY_DECLARE_TEX2D(Texture_38F8F2CD);
float4 __D6313FDD_uv;
float4 __D6313FDD_scale;
float4 __D6313FDD_scaleCenter;
float4 __D6313FDD_offset;
float _Smoothstep_F2C698A4_Out;
Unity_Smoothstep_float(_Smoothstep_F2C698A4_A, _Smoothstep_F2C698A4_B, _Smoothstep_F2C698A4_T, _Smoothstep_F2C698A4_Out);
half4 uv0 = IN.uv0;
float2 __D6313FDD_result;
Unity_ScaleAndOffset_float(uv0, __D6313FDD_scale, __D6313FDD_scaleCenter, __D6313FDD_offset, __D6313FDD_result);
surface._Smoothstep_F2C698A4_Out = _Smoothstep_F2C698A4_Out;
surface.__D6313FDD_result = __D6313FDD_result;
return surface;
}
ENDCG
struct GraphVertexOutput
{
float4 position : POSITION;
half4 uv0 : TEXCOORD;
};
GraphVertexOutput vert (GraphVertexInput v)
{
o.uv0 = v.texcoord0;
float4 uv0 = IN.uv0;
surfaceInput.uv0 =uv0;
return half4(surf._Smoothstep_F2C698A4_Out, surf._Smoothstep_F2C698A4_Out, surf._Smoothstep_F2C698A4_Out , 1.0);
return half4(surf.__D6313FDD_result.x, surf.__D6313FDD_result.y, 0.0 , 1.0);
}
ENDCG
}