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- Shader "Hidden/TriLib/SwapChannelData"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- sampler2D _MainTex;
- int _ChannelIndexA;
- int _ChannelIndexB;
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- fixed a = col[_ChannelIndexA];
- fixed b = col[_ChannelIndexB];
- switch (_ChannelIndexA) {
- case 0:
- col.x = b;
- break;
- case 1:
- col.y = b;
- break;
- case 2:
- col.z = b;
- break;
- case 3:
- col.w = b;
- break;
- }
- switch (_ChannelIndexB) {
- case 0:
- col.x = a;
- break;
- case 1:
- col.y = a;
- break;
- case 2:
- col.z = a;
- break;
- case 3:
- col.w = a;
- break;
- }
- return col;
- }
- ENDCG
- }
- }
- }
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