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https://github.com/scrtwpns/mixbox.git
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add mixbox for unity
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@@ -0,0 +1,51 @@
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Shader "Mixbox/Mixbox URP Sample Shader"
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{
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Properties
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{
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[NoScaleOffset] _MixboxLUT ("Mixbox LUT", 2D) = "white" {} // assign "Packages/Mixbox/Textures/MixboxLUT.png"
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_Color1 ("Color 1", Color) = (0, 0.129, 0.522, 1) // blue
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_Color2 ("Color 2", Color) = (0.988, 0.827, 0, 1) // yellow
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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TEXTURE2D(_MixboxLUT);
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SAMPLER(sampler_MixboxLUT);
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#include "Packages/com.scrtwpns.mixbox/ShaderLibrary/Mixbox.hlsl"
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struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; };
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struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; };
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CBUFFER_START(UnityPerMaterial)
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half4 _Color1;
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half4 _Color2;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = IN.uv;
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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return MixboxLerp(_Color1, _Color2, IN.uv.x);
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}
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ENDHLSL
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}
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}
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}
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