浏览代码

Removed GeneratedShader

/main
Matt Dean 7 年前
当前提交
82ab3813
共有 1 个文件被更改,包括 0 次插入87 次删除
  1. 87
      MaterialGraphProject/GeneratedShader.shader

87
MaterialGraphProject/GeneratedShader.shader


Shader "hidden/preview/_D6313FDD"
{
Properties
{
[HideInInspector] [NonModifiableTextureData] [NoScaleOffset] Texture_38F8F2CD("texture", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
void Unity_ScaleAndOffset_float(float2 uv, float2 scale, float2 scaleCenter, float2 offset, out float2 result)
{
float4 xform = float4(scale, offset + scaleCenter - scaleCenter * scale);
result = uv * xform.xy + xform.zw;
}
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float4 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SurfaceInputs{
half4 uv0;
};
struct SurfaceDescription{
float2 __D6313FDD_result;
};
void ScaleSurfaceDescription(inout SurfaceDescription surface, float scale){
surface.__D6313FDD_result = scale * surface.__D6313FDD_result;
};
void AddSurfaceDescription(inout SurfaceDescription base, in SurfaceDescription add){
base.__D6313FDD_result = base.__D6313FDD_result + add.__D6313FDD_result;
};
UNITY_DECLARE_TEX2D(Texture_38F8F2CD);
float4 __D6313FDD_uv;
float4 __D6313FDD_scale;
float4 __D6313FDD_scaleCenter;
float4 __D6313FDD_offset;
GraphVertexInput PopulateVertexData(GraphVertexInput v){
return v;
}
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
half4 uv0 = IN.uv0;
float2 __D6313FDD_result;
Unity_ScaleAndOffset_float(uv0, __D6313FDD_scale, __D6313FDD_scaleCenter, __D6313FDD_offset, __D6313FDD_result);
SurfaceDescription surface = (SurfaceDescription)0;
surface.__D6313FDD_result = __D6313FDD_result;
return surface;
}
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct GraphVertexOutput
{
float4 position : POSITION;
half4 uv0 : TEXCOORD;
};
GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);
GraphVertexOutput o;
o.position = UnityObjectToClipPos(v.vertex);
o.uv0 = v.texcoord0;
return o;
}
fixed4 frag (GraphVertexOutput IN) : SV_Target
{
float4 uv0 = IN.uv0;
SurfaceInputs surfaceInput = (SurfaceInputs)0;;
surfaceInput.uv0 =uv0;
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
return half4(surf.__D6313FDD_result.x, surf.__D6313FDD_result.y, 0.0, 1.0);
}
ENDCG
}
}
}
正在加载...
取消
保存