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Shader "Hidden/ClampOpNode"
{
Properties
{
_A ("_Value", 2D) = "white" {}
_B ("_Min", 2D) = "white" {}
_C ("_Max", 2D) = "white" {}
}
SubShader
{
Pass
{
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 value = tex2D( _A, i.uv );
float4 min = tex2D( _B, i.uv );
float4 max = tex2D( _C, i.uv );
return clamp(value, min, max);
}
ENDCG
}
}
}