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SHDR_MinimapDynamic.shader
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SHDR_MinimapDynamic.shader
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Shader "TDC/UI/SHDR_MinimapDynamic"
{
Properties
{
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
#ifdef INSTANCING_ON
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
#else
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
#endif
#ifdef INSTANCING_ON
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
#else
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
#endif
StructuredBuffer<int> textureIndices;
// StructuredBuffer<float4> colours;
UNITY_DECLARE_TEX2D(staticTex);
UNITY_DECLARE_TEX2DARRAY(icons);
#ifdef INSTANCING_ON
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
if (i.instanceID == 0)
{
return UNITY_SAMPLE_TEX2D(staticTex, i.uv);
}
return UNITY_SAMPLE_TEX2DARRAY(icons, float3(i.uv.xy, textureIndices[i.instanceID]));
}
#else
fixed4 frag(v2f i) : SV_Target
{
return fixed4(1,0,1,1);
}
#endif
ENDHLSL
}
}
}