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- Shader /*ase_name*/"Hidden/Templates/CustomRTInit"/*end*/
- {
- Properties
- {
- /*ase_props*/
- }
- SubShader
- {
- Tags { }
- /*ase_all_modules*/
- /*ase_pass*/
- Pass
- {
- Name "Custom RT Init"
- CGPROGRAM
- #include "UnityCustomRenderTexture.cginc"
- #pragma vertex ASEInitCustomRenderTextureVertexShader
- #pragma fragment frag
- #pragma target 3.5
- /*ase_pragma*/
- struct ase_appdata_init_customrendertexture
- {
- float4 vertex : POSITION;
- float4 texcoord : TEXCOORD0;
- /*ase_vdata:p=p;uv0=tc0*/
- };
- // User facing vertex to fragment structure for initialization materials
- struct ase_v2f_init_customrendertexture
- {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- float3 direction : TEXCOORD1;
- /*ase_interp(2,):sp=sp.xyzw;uv0=tc0;uv1=tc1*/
- };
- /*ase_globals*/
- ase_v2f_init_customrendertexture ASEInitCustomRenderTextureVertexShader (ase_appdata_init_customrendertexture v /*ase_vert_input*/)
- {
- ase_v2f_init_customrendertexture o;
- /*ase_vert_code:v=ase_appdata_init_customrendertexture;o=ase_v2f_init_customrendertexture*/
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = float3(v.texcoord.xy, CustomRenderTexture3DTexcoordW);
- o.direction = CustomRenderTextureComputeCubeDirection(v.texcoord.xy);
- return o;
- }
- float4 frag(ase_v2f_init_customrendertexture IN /*ase_frag_input*/) : COLOR
- {
- float4 finalColor;
- /*ase_frag_code:IN=ase_v2f_init_customrendertexture*/
- finalColor = /*ase_frag_out:Frag Color;Float4*/float4(1,1,1,1)/*end*/;
- return finalColor;
- }
- ENDCG
- }
- }
- }
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