Shader "Hidden/SimpleMultiplyOpNode" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} _C ("_C", 2D) = "white" {} _D ("_D", 2D) = "white" {} _E ("_E", 2D) = "white" {} _F ("_F", 2D) = "white" {} _G ("_G", 2D) = "white" {} _H ("_H", 2D) = "white" {} _I ("_I", 2D) = "white" {} _J ("_J", 2D) = "white" {} _Count ("_Count", Int) = 0 } SubShader { Pass //2 { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 b = tex2D( _B, i.uv ); return a * b; } ENDCG } Pass //3 { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 b = tex2D( _B, i.uv ); float4 c = tex2D( _C, i.uv ); return a * b * c; } ENDCG } Pass //4 { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 b = tex2D( _B, i.uv ); float4 c = tex2D( _C, i.uv ); float4 d = tex2D( _D, i.uv ); return a * b * c * d; } ENDCG } Pass //5 { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 b = tex2D( _B, i.uv ); float4 c = tex2D( _C, i.uv ); float4 d = tex2D( _D, i.uv ); float4 e = tex2D( _E, i.uv ); return a * b * c * d * e; } ENDCG } Pass //6 { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; sampler2D _F; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 b = tex2D( _B, i.uv ); float4 c = tex2D( _C, i.uv ); float4 d = tex2D( _D, i.uv ); float4 e = tex2D( _E, i.uv ); float4 f = tex2D( _F, i.uv ); return a * b * c * d * e * f; } ENDCG } Pass //7 { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; sampler2D _F; sampler2D _G; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 b = tex2D( _B, i.uv ); float4 c = tex2D( _C, i.uv ); float4 d = tex2D( _D, i.uv ); float4 e = tex2D( _E, i.uv ); float4 f = tex2D( _F, i.uv ); float4 g = tex2D( _G, i.uv ); return a * b * c * d * e * f * g; } ENDCG } Pass //8 { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; sampler2D _F; sampler2D _G; sampler2D _H; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 b = tex2D( _B, i.uv ); float4 c = tex2D( _C, i.uv ); float4 d = tex2D( _D, i.uv ); float4 e = tex2D( _E, i.uv ); float4 f = tex2D( _F, i.uv ); float4 g = tex2D( _G, i.uv ); float4 h = tex2D( _H, i.uv ); return a * b * c * d * e * f * g * h; } ENDCG } Pass //9 { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; sampler2D _F; sampler2D _G; sampler2D _H; sampler2D _I; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 b = tex2D( _B, i.uv ); float4 c = tex2D( _C, i.uv ); float4 d = tex2D( _D, i.uv ); float4 e = tex2D( _E, i.uv ); float4 f = tex2D( _F, i.uv ); float4 g = tex2D( _G, i.uv ); float4 h = tex2D( _H, i.uv ); float4 is = tex2D( _I, i.uv ); return a * b * c * d * e * f * g * h * is; } ENDCG } Pass //10 { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; sampler2D _F; sampler2D _G; sampler2D _H; sampler2D _I; sampler2D _J; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 b = tex2D( _B, i.uv ); float4 c = tex2D( _C, i.uv ); float4 d = tex2D( _D, i.uv ); float4 e = tex2D( _E, i.uv ); float4 f = tex2D( _F, i.uv ); float4 g = tex2D( _G, i.uv ); float4 h = tex2D( _H, i.uv ); float4 is = tex2D( _I, i.uv ); float4 j = tex2D( _J, i.uv ); return a * b * c * d * e * f * g * h * is * j; } ENDCG } } }