Shader "Fluxy/Rendering/DebugFluid" { SubShader { Cull Off Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"} Pass { Name "Render" HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "../FluidUtils.hlsl" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; float4 _Detail_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag (v2f i) : SV_Target { float2 uv = TileToUV(i.uv,_TileIndex); float4 velocity = tex2D(_Velocity,uv); return float4(velocity.rg * 0.5 + 0.5,velocity.a * 2,1); } ENDHLSL } } }