revival/game/Assets/Shaders/add.shader

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Shader "KernelPanic/add"
{
Properties
{
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[HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" {}
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}
SubShader
{
Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha
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;
}
// This macro declares _BaseMap as a Texture2D object.
// TEXTURE2D(_MainTex);
// TEXTURE2D(_NoiseMap);
// This macro declares the sampler for the _BaseMap texture.
// SAMPLER(sampler_MainTex);
// SAMPLER(sampler_NoiseMap);
sampler2D _MainTex;
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sampler2D _BlendTex;
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float _Sample;
fixed4 frag (v2f i) : SV_Target
{
// sample raw glitch
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float4 c = tex2D(_MainTex, i.uv);
float4 b = tex2D(_BlendTex, i.uv);
return lerp(b,c,_Sample);
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// float4 c = tex2D(_MainTex, i.uv);
// c.a = _Sample;
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// float4 g = tex2D(_GlitchTex, i.uv);
// return lerp(c,g,_Sample);
return c;
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}
ENDCG
}
}
}