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Copy pathgrabpassAudioAvatarDemo.shader
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grabpassAudioAvatarDemo.shader
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Shader "grappassAudioAvatar"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Geometry" "Queue"="Geometry"}
Pass
{
Tags
{
"LightMode"="ForwardBase"
}
Cull Off
ZWrite On
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;
};
SamplerState sampler_AudioGraph_Point_Repeat;
Texture2D<float4> _AudioTexture;
//uniform float4 _AudioTexture_TexelSize;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half testw,testh;
testw = testh = 0.;
_AudioTexture.GetDimensions(testw, testh);
fixed4 audioData = _AudioTexture.Sample(sampler_AudioGraph_Point_Repeat, i.uv);
float4 col = float4(0,.1,0,1);
//if (true)
//if (col.r == pow(0.5, 2.2))
//if (_AudioTexture_TexelSize.z > 16)
if (testw > 16)
{
col.rgb = audioData;
}
return col;
}
ENDCG
}
}
}