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- Shader /*ase_name*/ "Hidden/Templates/Legacy/PostProcess" /*end*/
- {
- Properties
- {
- _MainTex ( "Screen", 2D ) = "black" {}
- /*ase_props*/
- }
- SubShader
- {
- Tags{ }
- ZTest Always
- Cull Off
- ZWrite Off
- /*ase_pass*/
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img_custom
- #pragma fragment frag
- #pragma target 3.5
- #include "UnityCG.cginc"
- /*ase_pragma*/
- struct appdata_img_custom
- {
- float4 vertex : POSITION;
- half2 texcoord : TEXCOORD0;
- /*ase_vdata:p=p;uv0=tc0*/
- };
- struct v2f_img_custom
- {
- float4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- half2 stereoUV : TEXCOORD2;
- #if UNITY_UV_STARTS_AT_TOP
- half4 uv2 : TEXCOORD1;
- half4 stereoUV2 : TEXCOORD3;
- #endif
- /*ase_interp(4,):sp=sp.xyzw;uv0=tc0.xy;uv1=tc1;uv2=tc2;uv3=tc3*/
- };
- uniform sampler2D _MainTex;
- uniform half4 _MainTex_TexelSize;
- uniform half4 _MainTex_ST;
- /*ase_globals*/
- v2f_img_custom vert_img_custom ( appdata_img_custom v /*ase_vert_input*/ )
- {
- v2f_img_custom o;
- /*ase_vert_code:v=appdata_img_custom;o=v2f_img_custom*/
- o.pos = UnityObjectToClipPos( v.vertex );
- o.uv = float4( v.texcoord.xy, 1, 1 );
- #if UNITY_UV_STARTS_AT_TOP
- o.uv2 = float4( v.texcoord.xy, 1, 1 );
- o.stereoUV2 = UnityStereoScreenSpaceUVAdjust ( o.uv2, _MainTex_ST );
- if ( _MainTex_TexelSize.y < 0.0 )
- o.uv.y = 1.0 - o.uv.y;
- #endif
- o.stereoUV = UnityStereoScreenSpaceUVAdjust ( o.uv, _MainTex_ST );
- return o;
- }
- half4 frag ( v2f_img_custom i /*ase_frag_input*/) : SV_Target
- {
- #ifdef UNITY_UV_STARTS_AT_TOP
- half2 uv = i.uv2;
- half2 stereoUV = i.stereoUV2;
- #else
- half2 uv = i.uv;
- half2 stereoUV = i.stereoUV;
- #endif
- half4 finalColor;
- // ase common template code
- /*ase_frag_code:i=v2f_img_custom*/
- finalColor = /*ase_frag_out:Frag Color;Float4*/half4( 1, 1, 1, 1 )/*end*/;
- return finalColor;
- }
- ENDCG
- }
- }
- CustomEditor "AmplifyShaderEditor.MaterialInspector"
- }
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