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143 行
5.3 KiB

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
}
}
}