Shader "Generated.ExportTextureMasterNode3bf8de92-956b-458c-bbd4-470b91d6bd57" { Properties { [NonModifiableTextureData] TextureAsset_a266f89a_2f3e_47a6_a8c0_5f05a62b6679_Uniform("TextureAsset", 2D) = "white" {} } SubShader { Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" } ZWrite Off Blend One Zero Pass { CGPROGRAM #include "UnityCustomRenderTexture.cginc" #pragma vertex CustomRenderTextureVertexShader_Preview #pragma fragment frag #pragma target 4.0 v2f_customrendertexture CustomRenderTextureVertexShader_Preview(appdata_base IN) { v2f_customrendertexture OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.primitiveID = 0;//TODO OUT.localTexcoord = IN.texcoord; OUT.globalTexcoord = IN.texcoord; OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy); return OUT; } sampler2D TextureAsset_a266f89a_2f3e_47a6_a8c0_5f05a62b6679_Uniform; float4 TextureAsset_a266f89a_2f3e_47a6_a8c0_5f05a62b6679_Uniform_TexelSize; float4 convolutionFilter0_da4b8ee3_365e_467c_8166_39db9bd7c370; float4 convolutionFilter1_da4b8ee3_365e_467c_8166_39db9bd7c370; float4 convolutionFilter2_da4b8ee3_365e_467c_8166_39db9bd7c370; float4 convolutionFilter3_da4b8ee3_365e_467c_8166_39db9bd7c370; float4 convolutionFilter4_da4b8ee3_365e_467c_8166_39db9bd7c370; float4 convolutionFilter5_da4b8ee3_365e_467c_8166_39db9bd7c370; float4 convolutionFilter6_da4b8ee3_365e_467c_8166_39db9bd7c370; inline float4 unity_convolution_float (sampler2D textSampler, float2 baseUv, float4 weights0,float4 weights1,float4 weights2,float4 weights3,float4 weights4,float4 weights5,float4 weights6, float2 texelSize) { fixed4 fetches = fixed4(0,0,0,0); fixed weight = 1; weight = weights0.x; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(-2,-2)); weight = weights0.y; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(-1,-2)); weight = weights0.z; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(0,-2)); weight = weights0.w; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(1,-2)); weight = weights1.x; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(2,-2)); weight = weights1.y; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(-2,-1)); weight = weights1.z; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(-1,-1)); weight = weights1.w; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(0,-1)); weight = weights2.x; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(1,-1)); weight = weights2.y; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(2,-1)); weight = weights2.z; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(-2,0)); weight = weights2.w; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(-1,0)); weight = weights3.x; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(0,0)); weight = weights3.y; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(1,0)); weight = weights3.z; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(2,0)); weight = weights3.w; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(-2,1)); weight = weights4.x; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(-1,1)); weight = weights4.y; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(0,1)); weight = weights4.z; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(1,1)); weight = weights4.w; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(2,1)); weight = weights5.x; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(-2,2)); weight = weights5.y; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(-1,2)); weight = weights5.z; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(0,2)); weight = weights5.w; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(1,2)); weight = weights6.x; fetches += weight * tex2D(textSampler, baseUv + texelSize * fixed2(2,2)); fetches /= weights6.w; return fetches; } float4 frag(v2f_customrendertexture IN) : COLOR { half4 uv0 = float4(IN.localTexcoord.xyz,1.0); float4 Convolution_da4b8ee3_365e_467c_8166_39db9bd7c370_Output = unity_convolution_float (TextureAsset_a266f89a_2f3e_47a6_a8c0_5f05a62b6679_Uniform, uv0.xy, convolutionFilter0_da4b8ee3_365e_467c_8166_39db9bd7c370, convolutionFilter1_da4b8ee3_365e_467c_8166_39db9bd7c370, convolutionFilter2_da4b8ee3_365e_467c_8166_39db9bd7c370, convolutionFilter3_da4b8ee3_365e_467c_8166_39db9bd7c370, convolutionFilter4_da4b8ee3_365e_467c_8166_39db9bd7c370, convolutionFilter5_da4b8ee3_365e_467c_8166_39db9bd7c370, convolutionFilter6_da4b8ee3_365e_467c_8166_39db9bd7c370, TextureAsset_a266f89a_2f3e_47a6_a8c0_5f05a62b6679_Uniform_TexelSize.xy); return Convolution_da4b8ee3_365e_467c_8166_39db9bd7c370_Output; } ENDCG } } Fallback Off }