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116 行
5.2 KiB

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
}