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2025-06-09 23:23:13 +08:00

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Shader "Hidden/MicroVerse/CombineSDF"
{
Properties
{
_SourceA ("Texture", 2D) = "white" {}
_SourceB ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include_with_pragmas "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _SourceA;
sampler2D _SourceB;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float frag (v2f i) : SV_Target
{
float sourceA = tex2D(_SourceA, i.uv).r;
float sourceB = tex2D(_SourceB, i.uv).r;
return min(sourceA, sourceB);
}
ENDCG
}
}
}