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465 B

Shader "Hidden/TextureCoordinatesNode"
{
Properties
{
_A ("_Tilling", 2D) = "white" {}
_B ("_Offset", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag( v2f_img i ) : SV_Target
{
float4 t = tex2D( _A, i.uv );
float4 o = tex2D( _B, i.uv );
return float4( i.uv * t.xy + o.xy, 0, 0 );
}
ENDCG
}
}
}