// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "DynamicShadowProjector/Blit/Blit" {
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Properties {
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f_blit
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{
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float4 pos : SV_POSITION;
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half4 uv0 : TEXCOORD0;
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};
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half _MipLevel;
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half _MipBias;
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sampler2D _MainTex;
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ENDCG
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SubShader {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode Off }
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Pass {
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CGPROGRAM
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#pragma vertex vert_lod
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#pragma fragment frag_lod
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#pragma target 3.0
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v2f_blit vert_lod(appdata_img v)
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{
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v2f_blit o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv0.xy = v.texcoord.xy;
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o.uv0.zw = _MipLevel;
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return o;
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}
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fixed4 frag_lod(v2f_blit i) : COLOR
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{
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return tex2Dlod(_MainTex, i.uv0);
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}
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ENDCG
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}
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}
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SubShader {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode Off }
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Pass {
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CGPROGRAM
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#pragma vertex vert_bias
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#pragma fragment frag_bias
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v2f_blit vert_bias(appdata_img v)
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{
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v2f_blit o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv0.xy = v.texcoord.xy;
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o.uv0.zw = _MipBias;
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return o;
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}
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fixed4 frag_bias(v2f_blit i) : COLOR
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{
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return tex2Dbias(_MainTex, i.uv0);
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}
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ENDCG
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}
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}
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}
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