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- Shader /*ase_name*/ "Hidden/Templates/PostProcessStack" /*end*/
- {
- Properties
- {
- /*ase_props*/
- }
- SubShader
- {
- Cull Off
- ZWrite Off
- ZTest Always
- /*ase_pass*/
- Pass
- {
- CGPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma target 3.5
- #include "UnityCG.cginc"
- /*ase_pragma*/
- struct ASEAttributesDefault
- {
- float3 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- /*ase_vdata:p=p;uv0=tc0*/
- };
- struct ASEVaryingsDefault
- {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- float2 texcoordStereo : TEXCOORD1;
- #if STEREO_INSTANCING_ENABLED
- uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex;
- #endif
- /*ase_interp(2,):sp=sp.xyzw;uv0=tc0.xy;uv1=tc1;uv2=tc2*/
- };
- uniform sampler2D _MainTex;
- uniform half4 _MainTex_TexelSize;
- uniform half4 _MainTex_ST;
- /*ase_globals*/
- /*ase_funcs*/
- float2 TransformTriangleVertexToUV (float2 vertex)
- {
- float2 uv = (vertex + 1.0) * 0.5;
- return uv;
- }
- ASEVaryingsDefault Vert( ASEAttributesDefault v /*ase_vert_input*/ )
- {
- ASEVaryingsDefault o;
- o.vertex = float4(v.vertex.xy, 0.0, 1.0);
- o.texcoord = TransformTriangleVertexToUV (v.vertex.xy);
- #if UNITY_UV_STARTS_AT_TOP
- o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
- #endif
- o.texcoordStereo = TransformStereoScreenSpaceTex (o.texcoord, 1.0);
- v.texcoord = o.texcoordStereo;
- /*ase_local_var:spn*/float4 ase_ppsScreenPosVertexNorm = float4(o.texcoordStereo,0,1);
- /*ase_vert_code:v=ASEAttributesDefault;o=ASEVaryingsDefault*/
- return o;
- }
- float4 Frag (ASEVaryingsDefault i /*ase_frag_input*/ ) : SV_Target
- {
- /*ase_local_var:spn*/float4 ase_ppsScreenPosFragNorm = float4(i.texcoordStereo,0,1);
- /*ase_frag_code:i=ASEVaryingsDefault*/
- float4 color = /*ase_frag_out:Frag Color;Float4*/tex2D(_MainTex, i.texcoord )/*end*/;
- return color;
- }
- ENDCG
- }
- }
- CustomEditor "AmplifyShaderEditor.MaterialInspector"
- }
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