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2024-11-20 15:21:28 +01:00

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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
}
}
}