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@sugi-cho
Last active September 12, 2018 04:42
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Shader "Unlit/checkTexture"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (v2f i) : SV_Target
{
// sample the texture
half4 col = tex2D(_MainTex, i.uv);
col = half4(1.0 < col.r, frac(col.g), col.b < -0.1, 1);
return col;
}
ENDCG
}
}
}
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class TestCode : MonoBehaviour
{
public TextureFormat format = TextureFormat.RGBAFloat;
public Texture2D tex;
public Material mat;
// Use this for initialization
void Start()
{
tex = new Texture2D(512, 512, format, false);
for (var y = 0; y < tex.height; y++)
for (var x = 0; x < tex.width; x++)
tex.SetPixel(x, y, new Color((float)x / tex.width, (float)y / tex.height, (float)(x + y) / tex.width, 1) * 2.0f - Color.gray);
tex.Apply();
mat.mainTexture = tex;
#if UNITY_EDITOR
AssetDatabase.CreateAsset(tex, "Assets/tex.asset");
#endif
}
}
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