0 Shader Base 1 string m_Name = "MosaicField" 1 string m_Script = "Shader "Ist/MosaicField" {\nProperties {\n _BlockSize ("Block Size", Float) = 15\n}\nSubShader { \n Tags { "QUEUE"="Transparent+90" "RenderType"="Opaque" }\n GrabPass {\n "_FrameBuffer1"\n }\n Pass {\n Tags { "QUEUE"="Transparent+90" "RenderType"="Opaque" }\n ZTest Less\n ZWrite Off\n Fog { Mode Off }\n GpuProgramID 20152\nProgram "vp" {\nSubProgram "opengl " {\n"!!GLSL\n#ifdef VERTEX\nuniform vec4 _ProjectionParams;\n\nvarying vec4 xlv_TEXCOORD0;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);\n vec4 o_2;\n vec4 tmpvar_3;\n tmpvar_3 = (tmpvar_1 * 0.5);\n vec2 tmpvar_4;\n tmpvar_4.x = tmpvar_3.x;\n tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);\n o_2.xy = (tmpvar_4 + tmpvar_3.w);\n o_2.zw = tmpvar_1.zw;\n gl_Position = tmpvar_1;\n xlv_TEXCOORD0 = o_2;\n}\n\n\n#endif\n#ifdef FRAGMENT\nuniform vec4 _ScreenParams;\nuniform sampler2D _FrameBuffer1;\nuniform float _BlockSize;\nvarying vec4 xlv_TEXCOORD0;\nvoid main ()\n{\n vec2 tmpvar_1;\n tmpvar_1 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);\n vec2 tmpvar_2;\n tmpvar_2 = ((_ScreenParams.zw - 1.0) * _BlockSize);\n vec2 tmpvar_3;\n tmpvar_3 = (tmpvar_1 / tmpvar_2);\n vec2 tmpvar_4;\n tmpvar_4 = (fract(abs(tmpvar_3)) * tmpvar_2);\n float tmpvar_5;\n if ((tmpvar_3.x >= 0.0)) {\n tmpvar_5 = tmpvar_4.x;\n } else {\n tmpvar_5 = -(tmpvar_4.x);\n };\n float tmpvar_6;\n if ((tmpvar_3.y >= 0.0)) {\n tmpvar_6 = tmpvar_4.y;\n } else {\n tmpvar_6 = -(tmpvar_4.y);\n };\n vec2 tmpvar_7;\n tmpvar_7.x = tmpvar_5;\n tmpvar_7.y = tmpvar_6;\n gl_FragData[0] = texture2D (_FrameBuffer1, ((tmpvar_1 - tmpvar_7) + (tmpvar_2 * 0.5)));\n}\n\n\n#endif\n"\n}\nSubProgram "d3d9 " {\nBind "vertex" Vertex\nMatrix 0 [glstate_matrix_mvp]\nVector 4 [_ProjectionParams]\nVector 5 [_ScreenParams]\n"vs_2_0\ndef c6, 0.5, 0, 0, 0\ndcl_position v0\ndp4 r0.y, c1, v0\nmul r1.x, r0.y, c4.x\nmul r1.w, r1.x, c6.x\ndp4 r0.x, c0, v0\ndp4 r0.w, c3, v0\nmul r1.xz, r0.xyww, c6.x\nmad oT0.xy, r1.z, c5.zwzw, r1.xwzw\ndp4 r0.z, c2, v0\nmov oPos, r0\nmov oT0.zw, r0\n\n"\n}\nSubProgram "d3d11 " {\nBind "vertex" Vertex\nConstBuffer "UnityPerCamera" 144\nVector 80 [_ProjectionParams]\nConstBuffer "UnityPerDraw" 336\nMatrix 0 [glstate_matrix_mvp]\nBindCB "UnityPerCamera" 0\nBindCB "UnityPerDraw" 1\n"vs_4_0\neefiecedambkkcniccachpmcoilbimhdhlamaejkabaaaaaagaacaaaaadaaaaaa\ncmaaaaaaiaaaaaaaniaaaaaaejfdeheoemaaaaaaacaaaaaaaiaaaaaadiaaaaaa\naaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaaebaaaaaaaaaaaaaaaaaaaaaa\nadaaaaaaabaaaaaaadaaaaaafaepfdejfeejepeoaafeeffiedepepfceeaaklkl\nepfdeheofaaaaaaaacaaaaaaaiaaaaaadiaaaaaaaaaaaaaaabaaaaaaadaaaaaa\naaaaaaaaapaaaaaaeeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaa\nfdfgfpfagphdgjhegjgpgoaafeeffiedepepfceeaaklklklfdeieefciaabaaaa\neaaaabaagaaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaa\nabaaaaaaaeaaaaaafpaaaaadpcbabaaaaaaaaaaaghaaaaaepccabaaaaaaaaaaa\nabaaaaaagfaaaaadpccabaaaabaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa\naaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaakpcaabaaa\naaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa\ndcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaaaaaaaaaa\negaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaadaaaaaa\npgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa\naaaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaaaaaaaaa\nafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp\naaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaabaaaaaakgaobaaaaaaaaaaa\naaaaaaahdccabaaaabaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab\n"\n}\nSubProgram "d3d11_9x " {\nBind "vertex" Vertex\nConstBuffer "UnityPerCamera" 144\nVector 80 [_ProjectionParams]\nConstBuffer "UnityPerDraw" 336\nMatrix 0 [glstate_matrix_mvp]\nBindCB "UnityPerCamera" 0\nBindCB "UnityPerDraw" 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"fp" {\nSubProgram "opengl " {\n"!!GLSL"\n}\nSubProgram "d3d9 " {\nFloat 1 [_BlockSize]\nVector 0 [_ScreenParams]\nSetTexture 0 [_FrameBuffer1] 2D 0\n"ps_2_0\ndef c2, -1, 0.5, 0, 0\ndcl t0\ndcl_2d s0\nrcp r0.w, t0.w\nmul r0.xy, r0.w, t0\nmov r1.w, c2.x\nadd r1.x, r1.w, c0.z\nadd r1.y, r1.w, c0.w\nmul r0.zw, r1.wzyx, c1.x\nrcp r1.x, r0.w\nrcp r1.y, r0.z\nmul r1.xy, r0, r1\nabs r1.zw, r1.wzyx\nfrc r1.zw, r1\ncmp r1.xy, r1, r1.wzyx, -r1.wzyx\nmad r0.xy, r1, -r0.wzyx, r0\nmad r0.xy, r0.wzyx, c2.y, r0\ntexld_pp r0, r0, s0\nmov_pp oC0, r0\n\n"\n}\nSubProgram "d3d11 " {\nSetTexture 0 [_FrameBuffer1] 2D 0\nConstBuffer "$Globals" 112\nFloat 96 [_BlockSize]\nConstBuffer "UnityPerCamera" 144\nVector 96 [_ScreenParams]\nBindCB "$Globals" 0\nBindCB "UnityPerCamera" 1\n"ps_4_0\neefiecedopabfcgkkmopaphglpkohakclhbhgbigabaaaaaaiiacaaaaadaaaaaa\ncmaaaaaaieaaaaaaliaaaaaaejfdeheofaaaaaaaacaaaaaaaiaaaaaadiaaaaaa\naaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaeeaaaaaaaaaaaaaaaaaaaaaa\nadaaaaaaabaaaaaaapalaaaafdfgfpfagphdgjhegjgpgoaafeeffiedepepfcee\naaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa\nadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcmiabaaaa\neaaaaaaahcaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaa\nabaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa\nffffaaaagcbaaaadlcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac\nacaaaaaaaoaaaaahdcaabaaaaaaaaaaaegbabaaaabaaaaaapgbpbaaaabaaaaaa\naaaaaaalmcaabaaaaaaaaaaakgiocaaaabaaaaaaagaaaaaaaceaaaaaaaaaaaaa\naaaaaaaaaaaaialpaaaaialpdiaaaaaimcaabaaaaaaaaaaakgaobaaaaaaaaaaa\nagiacaaaaaaaaaaaagaaaaaaaoaaaaahdcaabaaaabaaaaaaegaabaaaaaaaaaaa\nogakbaaaaaaaaaaabnaaaaaimcaabaaaabaaaaaaagaebaaaabaaaaaaagaebaia\nebaaaaaaabaaaaaabkaaaaagdcaabaaaabaaaaaaegaabaiaibaaaaaaabaaaaaa\ndhaaaaakdcaabaaaabaaaaaaogakbaaaabaaaaaaegaabaaaabaaaaaaegaabaia\nebaaaaaaabaaaaaadcaaaaakdcaabaaaaaaaaaaaegaabaiaebaaaaaaabaaaaaa\nogakbaaaaaaaaaaaegaabaaaaaaaaaaadcaaaaamdcaabaaaaaaaaaaaogakbaaa\naaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaegaabaaaaaaaaaaa\nefaaaaajpccabaaaaaaaaaaaegaabaaaaaaaaaaaeghobaaaaaaaaaaaaagabaaa\naaaaaaaadoaaaaab"\n}\nSubProgram "d3d11_9x " {\nSetTexture 0 [_FrameBuffer1] 2D 0\nConstBuffer "$Globals" 112\nFloat 96 [_BlockSize]\nConstBuffer "UnityPerCamera" 144\nVector 96 [_ScreenParams]\nBindCB "$Globals" 0\nBindCB "UnityPerCamera" 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}\n}\n}" 1 string m_PathName = "" 0 vector m_Dependencies 0 Array Array (0 items) 0 int size = 0 1 bool m_ShaderIsBaked = true