Shader "hidden/preview/Multiply_156218A9" { Properties { [HideInInspector] [NonModifiableTextureData] [NoScaleOffset] Texture_FD0EDC2E("Texture", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA) { RGBA = float4(R, G, B, A); } void Unity_Multiply_float(float4 first, float4 second, out float4 result) { result = first * second; } void Unity_HSVToRGB_float(float3 hsv, out float3 rgb) { //Reference code from:https://github.com/Unity-Technologies/PostProcessing/blob/master/PostProcessing/Resources/Shaders/ColorGrading.cginc#L175 float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 P = abs(frac(hsv.xxx + K.xyz) * 6.0 - K.www); rgb = hsv.z * lerp(K.xxx, saturate(P - K.xxx), hsv.y); } void Unity_Multiply_float(float first, float second, out float result) { result = first * second; } void Unity_Subtract_float(float first, float second, out float result) { result = first - second; } void Unity_OneMinus_float(float argument, out float result) { result = argument * -1 + 1;; } void Unity_Multiply_float(float3 first, float3 second, out float3 result) { result = first * second; } struct GraphVertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; float4 lightmapUV : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct SurfaceInputs{ half4 uv0; }; struct SurfaceDescription{ float3 Multiply_156218A9_result; }; UNITY_DECLARE_TEX2D(Texture_FD0EDC2E); float Combine_76C873_G; float Combine_76C873_B; float Combine_76C873_A; float4 Property_23AD7FD4_UV; float Subtract_4053AE6C_first; float Combine_EBDC57C5_G; float Combine_EBDC57C5_B; float Combine_EBDC57C5_A; float Multiply_77943E40_second; float4 Multiply_156218A9_second; GraphVertexInput PopulateVertexData(GraphVertexInput v){ return v; } SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) { half4 uv0 = IN.uv0; float4 Combine_76C873_RGBA; Unity_Combine_float(_Time.y, Combine_76C873_G, Combine_76C873_B, Combine_76C873_A, Combine_76C873_RGBA); float4 Property_23AD7FD4_RGBA = UNITY_SAMPLE_TEX2D(Texture_FD0EDC2E,uv0.xy); float Property_23AD7FD4_R = Property_23AD7FD4_RGBA.r; float Property_23AD7FD4_G = Property_23AD7FD4_RGBA.g; float Property_23AD7FD4_B = Property_23AD7FD4_RGBA.b; float Property_23AD7FD4_A = Property_23AD7FD4_RGBA.a; float4 Multiply_89C71AC1_result; Unity_Multiply_float(Property_23AD7FD4_RGBA, Combine_76C873_RGBA, Multiply_89C71AC1_result); float3 HSVtoRGB_AE8D0A0E_rgb; Unity_HSVToRGB_float((Multiply_89C71AC1_result.xyz), HSVtoRGB_AE8D0A0E_rgb); float Split_81BA869A_R = HSVtoRGB_AE8D0A0E_rgb[0]; float Split_81BA869A_G = HSVtoRGB_AE8D0A0E_rgb[1]; float Split_81BA869A_B = HSVtoRGB_AE8D0A0E_rgb[2]; float Split_81BA869A_A = 1.0; float Multiply_9164EC34_result; Unity_Multiply_float(Split_81BA869A_R, Split_81BA869A_G, Multiply_9164EC34_result); float Subtract_4053AE6C_result; Unity_Subtract_float(Subtract_4053AE6C_first, _Time.y, Subtract_4053AE6C_result); float Multiply_841C266E_result; Unity_Multiply_float(Multiply_9164EC34_result, Split_81BA869A_B, Multiply_841C266E_result); float4 Combine_EBDC57C5_RGBA; Unity_Combine_float(Subtract_4053AE6C_result, Combine_EBDC57C5_G, Combine_EBDC57C5_B, Combine_EBDC57C5_A, Combine_EBDC57C5_RGBA); float Multiply_77943E40_result; Unity_Multiply_float(Multiply_841C266E_result, Multiply_77943E40_second, Multiply_77943E40_result); float3 HSVtoRGB_6DD0292E_rgb; Unity_HSVToRGB_float((Combine_EBDC57C5_RGBA.xyz), HSVtoRGB_6DD0292E_rgb); float OneMinus_F47415CA_result; Unity_OneMinus_float(Multiply_77943E40_result, OneMinus_F47415CA_result); float3 Multiply_E8E6BAEA_result; Unity_Multiply_float((OneMinus_F47415CA_result.xxx), HSVtoRGB_6DD0292E_rgb, Multiply_E8E6BAEA_result); float3 Multiply_156218A9_result; Unity_Multiply_float(Multiply_E8E6BAEA_result, Multiply_156218A9_second, Multiply_156218A9_result); SurfaceDescription surface = (SurfaceDescription)0; surface.Multiply_156218A9_result = Multiply_156218A9_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.Multiply_156218A9_result.x, surf.Multiply_156218A9_result.y, surf.Multiply_156218A9_result.z, 1.0); } ENDCG } } }