54 lines
1.2 KiB
Plaintext
54 lines
1.2 KiB
Plaintext
Shader "Hidden/MicroVerse/CombineSDF"
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{
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Properties
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{
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_SourceA ("Texture", 2D) = "white" {}
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_SourceB ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include_with_pragmas "UnityCG.cginc"
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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 _SourceA;
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sampler2D _SourceB;
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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.uv = v.uv;
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return o;
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}
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float frag (v2f i) : SV_Target
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{
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float sourceA = tex2D(_SourceA, i.uv).r;
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float sourceB = tex2D(_SourceB, i.uv).r;
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return min(sourceA, sourceB);
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}
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ENDCG
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}
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}
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}
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