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

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Shader "NatureManufacture Shaders/Debug/FlowMapUV4" {
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// vertex input: position, second UV
struct appdata {
float4 vertex : POSITION;
float4 texcoord3 : TEXCOORD3;
};
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex );
o.uv = float4( v.texcoord3.xy, 0, 0 );
return o;
}
half4 frag( v2f i ) : SV_Target {
float4 c = float4((i.uv.x+1)*0.5,(i.uv.y+1)*0.5,0,1);
//float4 c = float4(0,i.uv.y,0,1);
return c;
}
ENDCG
}
}
}