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Shader "Hidden/Kronnect/Beautify/TextureLerp"
{
Properties
{
[NoScaleOffset] _MainTex ("LUT 1", 2D) = "black" {}
[NoScaleOffset] _LUT2 ("LUT 2", 2D) = "black" {}
_Phase("Phase", Float) = 0
}
SubShader
{
ZTest Always
ZWrite Off
Cull Off
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, _LUT2;
float _Phase;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 lut1 = tex2D(_MainTex, i.uv);
half4 lut2 = tex2D(_LUT2, i.uv);
return lerp(lut1, lut2, _Phase);
}
ENDCG
}
}
}