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90 lines
2.0 KiB

Shader "Hidden/LayeredBlendNode"
{
Properties
{
_A ( "_Weights", 2D) = "white" {}
_B ( "_LayerBase", 2D) = "white" {}
_C ( "_Layer1", 2D) = "white" {}
_D ( "_Layer2", 2D ) = "white" {}
_E ( "_Layer3", 2D ) = "white" {}
_F ( "_Layer4", 2D ) = "white" {}
}
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
ENDCG
Pass
{
CGPROGRAM
float4 frag(v2f_img i) : SV_Target
{
float4 Weights = tex2D( _A, i.uv );
float4 LayerBase = tex2D( _B, i.uv );
float4 Layer1 = tex2D( _C, i.uv );
return lerp ( LayerBase, Layer1, Weights.x );
}
ENDCG
}
Pass
{
CGPROGRAM
sampler2D _D;
float4 frag ( v2f_img i ) : SV_Target
{
float4 Weights = tex2D ( _A, i.uv );
float4 LayerBase = tex2D ( _B, i.uv );
float4 Layer1 = tex2D ( _C, i.uv );
float4 Layer2 = tex2D ( _D, i.uv );
return lerp ( lerp ( LayerBase, Layer1, Weights.x ), Layer2, Weights.y );
}
ENDCG
}
Pass
{
CGPROGRAM
sampler2D _D;
sampler2D _E;
float4 frag ( v2f_img i ) : SV_Target
{
float4 Weights = tex2D ( _A, i.uv );
float4 LayerBase = tex2D ( _B, i.uv );
float4 Layer1 = tex2D ( _C, i.uv );
float4 Layer2 = tex2D ( _D, i.uv );
float4 Layer3 = tex2D ( _E, i.uv );
return lerp ( lerp ( lerp ( LayerBase, Layer1, Weights.x ), Layer2, Weights.y ), Layer3, Weights.z );
}
ENDCG
}
Pass
{
CGPROGRAM
sampler2D _D;
sampler2D _E;
sampler2D _F;
float4 frag ( v2f_img i ) : SV_Target
{
float4 Weights = tex2D ( _A, i.uv );
float4 LayerBase = tex2D ( _B, i.uv );
float4 Layer1 = tex2D ( _C, i.uv );
float4 Layer2 = tex2D ( _D, i.uv );
float4 Layer3 = tex2D ( _E, i.uv );
float4 Layer4 = tex2D ( _F, i.uv );
return lerp ( lerp ( lerp ( lerp ( LayerBase, Layer1, Weights.x ), Layer2, Weights.y ), Layer3, Weights.z ), Layer4, Weights.w );
}
ENDCG
}
}
}