Created
November 6, 2022 15:24
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Unity dynamic branch variants simple shader - Sample
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Shader "Dynamic Branch Shader Simple" | |
{ | |
Properties | |
{ | |
_TexAAA ("Tex AAA", 2D) = "white" {} | |
_TexBBB ("Tex BBB", 2D) = "white" {} | |
_TexCCC ("Tex CCC", 2D) = "white" {} | |
[KeywordEnum(None, AAA, BBB, CCC)] _Var_Test ("Variant Test", Float) = 1 | |
} | |
SubShader | |
{ | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma dynamic_branch _ _VAR_TEST_AAA _VAR_TEST_BBB _VAR_TEST_CCC | |
#include "UnityCG.cginc" | |
sampler2D _TexAAA, _TexBBB, _TexCCC; | |
float4 _TexAAA_ST, _TexBBB_ST, _TexCCC_ST; | |
struct appdata | |
{ | |
float4 position : POSITION; | |
float4 texcoord : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 position : SV_POSITION; | |
float2 uvAAA : TEXCOORD0; | |
float2 uvBBB : TEXCOORD1; | |
float2 uvCCC : TEXCOORD2; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
UNITY_INITIALIZE_OUTPUT(v2f, o); | |
o.position = UnityObjectToClipPos(v.position); | |
if (_VAR_TEST_AAA) | |
{ | |
o.uvAAA = TRANSFORM_TEX(v.texcoord, _TexAAA); | |
} | |
else if (_VAR_TEST_BBB) | |
{ | |
o.uvBBB = TRANSFORM_TEX(v.texcoord, _TexBBB); | |
} | |
else if (_VAR_TEST_CCC) | |
{ | |
o.uvCCC = TRANSFORM_TEX(v.texcoord, _TexCCC); | |
} | |
return o; | |
} | |
half4 frag (v2f i) : SV_Target | |
{ | |
if (_VAR_TEST_AAA) | |
{ | |
return tex2D(_TexAAA, i.uvAAA) * half4(1, 0, 0, 1); | |
} | |
else if (_VAR_TEST_BBB) | |
{ | |
return tex2D(_TexBBB, i.uvBBB) * half4(0, 1, 0, 1); | |
} | |
else if (_VAR_TEST_CCC) | |
{ | |
return tex2D(_TexCCC, i.uvCCC) * half4(0, 0, 1, 1); | |
} | |
else | |
{ | |
return half4(1, 1, 1, 1); | |
} | |
} | |
ENDCG | |
} | |
} | |
} |
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