217 lines
5.6 KiB
Plaintext
217 lines
5.6 KiB
Plaintext
Shader "Fluxy/Editor/BlitFlipbook"
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{
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Properties
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{
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_MainTex ("Texture", any) = "" {}
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}
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Fog { Mode off }
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Pass
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{
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Name "Blit state"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "../../../Resources/Shaders/FluidUtils.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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float4 _FrameRect;
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/*float2 VertexToFrame(in float2 v)
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{
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return (_FrameRect.xy + (v + 1) * 0.5 * _FrameRect.zw) * 2 - 1;
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}*/
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vertex.xy = VertexToFrame(o.vertex.xy, _FrameRect);
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o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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float2 uv = TileToUV(i.uv,_TileIndex);
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return tex2D(_MainTex, uv);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Blit velocity"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "../../../Resources/Shaders/FluidUtils.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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float4 _FrameRect;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vertex.xy = VertexToFrame(o.vertex.xy, _FrameRect);
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o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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float2 uv = TileToUV(i.uv,_TileIndex);
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float4 velocity = tex2D(_MainTex, uv);
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return float4(velocity.rg * 0.5 + 0.5,velocity.a * 2,1);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Crossfade state"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "../../../Resources/Shaders/FluidUtils.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float2 flipbookCoord: TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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sampler2D _Flipbook;
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sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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float4 _FrameRect;
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float _Opacity;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vertex.xy = VertexToFrame(o.vertex.xy, _FrameRect);
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o.flipbookCoord = o.vertex.xy *0.5+0.5;
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o.flipbookCoord.y = 1 - o.flipbookCoord.y;
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o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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float2 uv = TileToUV(i.uv,_TileIndex);
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return lerp(tex2D(_Flipbook, i.flipbookCoord), tex2D(_MainTex, uv), _Opacity);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Crossfade velocity"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "../../../Resources/Shaders/FluidUtils.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float2 flipbookCoord: TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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sampler2D _Flipbook;
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sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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float4 _FrameRect;
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float _Opacity;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vertex.xy = VertexToFrame(o.vertex.xy, _FrameRect);
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o.flipbookCoord = o.vertex.xy *0.5+0.5;
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o.flipbookCoord.y = 1 - o.flipbookCoord.y;
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o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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float2 uv = TileToUV(i.uv,_TileIndex);
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float4 velocity = tex2D(_MainTex, uv);
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velocity = float4(velocity.rg * 0.5 + 0.5,velocity.a * 2,1);
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return lerp(tex2D(_Flipbook, i.flipbookCoord), velocity, _Opacity);
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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