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- Shader "Hidden/TexturePropertyNode"
- {
- Properties
- {
- _Sampler ("_Sampler", 2D) = "white" {}
- _Sampler3D ("_Sampler3D", 3D) = "white" {}
- _Array ("_Array", 2DArray) = "white" {}
- _Cube( "_Cube", CUBE) = "white" {}
- _Default ("_Default", Int) = 0
- _Type ("_Type", Int) = 0
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #pragma exclude_renderers d3d9
- #pragma target 3.5
- #include "UnityCG.cginc"
-
- UNITY_DECLARE_TEX2DARRAY( _Array );
- samplerCUBE _Cube;
- sampler2D _Sampler;
- sampler3D _Sampler3D;
- int _Default;
- int _Type;
-
- float4 frag( v2f_img i ) : SV_Target
- {
- if(_Default == 1)
- {
- return 1;
- }
- else if(_Default == 2)
- {
- return 0;
- }
- else if(_Default == 3)
- {
- return 0.5f;
- }
- else if(_Default == 4)
- {
- return float4(0.5,0.5,1,1);
- }
- else
- {
- if( _Type == 4 )
- return UNITY_SAMPLE_TEX2DARRAY( _Array, float3( i.uv, 0 ) );
- else if( _Type == 3 )
- return texCUBE( _Cube, float3(i.uv,0) );
- else if( _Type == 2 )
- return tex3D( _Sampler3D, float3(i.uv,0) );
- else
- return tex2D( _Sampler, i.uv);
- }
- }
- ENDCG
- }
- }
- }
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