Shader "CustomRenderTexture/FireCube" { Properties { [NoScaleOffset] Texture_DE2106FD("Warp", 2D) = "white" {} [NoScaleOffset] Texture_7008A0A3("Gradient", 2D) = "white" {} Vector1_B70DB742("Speed", Float) = -0.2 } SubShader { Pass { Lighting Off Blend One Zero CGPROGRAM #include "ShaderGraphLibrary/UnityCustomRenderTexture.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #pragma vertex CustomRenderTextureVertexShader #pragma fragment frag #pragma target 3.0 float4 SRGBToLinear(float4 c) { return c; } float3 SRGBToLinear(float3 c) { return c; } struct SurfaceInputs { // update input values float3 localTexcoord; float3 globalTexcoord; uint primitiveID; float3 direction; }; SurfaceInputs ConvertV2FToSurfaceInputs(v2f_customrendertexture IN) { SurfaceInputs o; o.localTexcoord = IN.localTexcoord; o.globalTexcoord = IN.globalTexcoord; o.primitiveID = IN.primitiveID; o.direction = IN.direction; return o; } TEXTURE2D(Texture_DE2106FD); SAMPLER(samplerTexture_DE2106FD); TEXTURE2D(Texture_7008A0A3); SAMPLER(samplerTexture_7008A0A3); float Vector1_B70DB742; void Unity_Normalize_float3(float3 In, out float3 Out) { Out = normalize(In); } void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG) { RGBA = float4(R, G, B, A); RGB = float3(R, G, B); RG = float2(R, G); } void Unity_Add_float2(float2 A, float2 B, out float2 Out) { Out = A + B; } void Unity_Multiply_float(float A, float B, out float Out) { Out = A * B; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out) { Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); } void Unity_Saturate_float(float In, out float Out) { Out = saturate(In); } void Unity_Lerp_float(float A, float B, float T, out float Out) { Out = lerp(A, B, T); } struct SurfaceDescription { float4 Color; }; SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float3 _CustomTextureUpdateData_76EB4F06_data = IN.direction; float3 _Normalize_5E3DDC13_Out; Unity_Normalize_float3(_CustomTextureUpdateData_76EB4F06_data, _Normalize_5E3DDC13_Out); float _Split_1A08C2A_R = _Normalize_5E3DDC13_Out[0]; float _Split_1A08C2A_G = _Normalize_5E3DDC13_Out[1]; float _Split_1A08C2A_B = _Normalize_5E3DDC13_Out[2]; float _Split_1A08C2A_A = 0; float4 _Combine_36670950_RGBA; float3 _Combine_36670950_RGB; float2 _Combine_36670950_RG; Unity_Combine_float(0, _Time.y, 0, 0, _Combine_36670950_RGBA, _Combine_36670950_RGB, _Combine_36670950_RG); float3 _CustomTextureUpdateData_C598D595_data = IN.localTexcoord; float2 _Add_23D3A74F_Out; Unity_Add_float2(_Combine_36670950_RG, (_CustomTextureUpdateData_C598D595_data.xy), _Add_23D3A74F_Out); float4 _SampleTexture2D_44928D39_RGBA = SAMPLE_TEXTURE2D(Texture_DE2106FD, samplerTexture_DE2106FD, _Add_23D3A74F_Out); float _SampleTexture2D_44928D39_R = _SampleTexture2D_44928D39_RGBA.r; float _SampleTexture2D_44928D39_G = _SampleTexture2D_44928D39_RGBA.g; float _SampleTexture2D_44928D39_B = _SampleTexture2D_44928D39_RGBA.b; float _SampleTexture2D_44928D39_A = _SampleTexture2D_44928D39_RGBA.a; float _Property_9E71C038_Out = Vector1_B70DB742; float _Multiply_794EBB4D_Out; Unity_Multiply_float(_SampleTexture2D_44928D39_R, _Property_9E71C038_Out, _Multiply_794EBB4D_Out); float _Add_24C68C8E_Out; Unity_Add_float(_Split_1A08C2A_G, _Multiply_794EBB4D_Out, _Add_24C68C8E_Out); float _Remap_806149B5_Out; Unity_Remap_float(_Add_24C68C8E_Out, float2 (0,0.5), float2 (1,0), _Remap_806149B5_Out); float _Saturate_7D86D522_Out; Unity_Saturate_float(_Remap_806149B5_Out, _Saturate_7D86D522_Out); float _Lerp_47A88D7_Out; Unity_Lerp_float(_Saturate_7D86D522_Out, 1, 0.5, _Lerp_47A88D7_Out); float _Remap_D292502F_Out; Unity_Remap_float(_Add_24C68C8E_Out, float2 (-0.75,0), float2 (0,1), _Remap_D292502F_Out); float _Saturate_3BD360C0_Out; Unity_Saturate_float(_Remap_D292502F_Out, _Saturate_3BD360C0_Out); float _Multiply_11B2F691_Out; Unity_Multiply_float(_Lerp_47A88D7_Out, _Saturate_3BD360C0_Out, _Multiply_11B2F691_Out); float4 _Combine_20FA7893_RGBA; float3 _Combine_20FA7893_RGB; float2 _Combine_20FA7893_RG; Unity_Combine_float(_Multiply_11B2F691_Out, 0, 0, 0, _Combine_20FA7893_RGBA, _Combine_20FA7893_RGB, _Combine_20FA7893_RG); float4 _SampleTexture2D_85B25E49_RGBA = SAMPLE_TEXTURE2D(Texture_7008A0A3, samplerTexture_7008A0A3, _Combine_20FA7893_RG); float _SampleTexture2D_85B25E49_R = _SampleTexture2D_85B25E49_RGBA.r; float _SampleTexture2D_85B25E49_G = _SampleTexture2D_85B25E49_RGBA.g; float _SampleTexture2D_85B25E49_B = _SampleTexture2D_85B25E49_RGBA.b; float _SampleTexture2D_85B25E49_A = _SampleTexture2D_85B25E49_RGBA.a; surface.Color = _SampleTexture2D_85B25E49_RGBA; return surface; } float4 frag(v2f_customrendertexture IN) : COLOR { SurfaceInputs surfaceInput = ConvertV2FToSurfaceInputs(IN); SurfaceDescription surf = PopulateSurfaceData(surfaceInput); return surf.Color; } ENDCG } } FallBack "Hidden/InternalErrorShader" }