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51 行
800 B
51 行
800 B
Shader "Hidden/VFXToolbox/ImageSequencer/GetSubUV"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Rect("Rect" , Vector) = (0.0,0.0,1.0,1.0)
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _Rect;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return tex2D(_MainTex, (i.uv + _Rect.xy) * _Rect.zw );
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}
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ENDCG
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}
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}
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}
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