| | |
| | | Shader "Hidden/Post FX/Blit" |
| | | { |
| | | Properties |
| | | { |
| | | _MainTex("Main Texture", 2D) = "white" {} |
| | | } |
| | | |
| | | CGINCLUDE |
| | | |
| | | #include "UnityCG.cginc" |
| | | #include "Common.cginc" |
| | | |
| | | struct Varyings |
| | | { |
| | | float2 uv : TEXCOORD0; |
| | | float4 vertex : SV_POSITION; |
| | | }; |
| | | |
| | | Varyings VertBlit(AttributesDefault v) |
| | | { |
| | | Varyings o; |
| | | o.vertex = UnityObjectToClipPos(v.vertex); |
| | | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); |
| | | return o; |
| | | } |
| | | |
| | | half4 FragBlit(Varyings i) : SV_Target |
| | | { |
| | | half4 col = tex2D(_MainTex, i.uv); |
| | | return col; |
| | | } |
| | | |
| | | ENDCG |
| | | |
| | | SubShader |
| | | { |
| | | Cull Off ZWrite Off ZTest Always |
| | | |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | |
| | | #pragma vertex VertBlit |
| | | #pragma fragment FragBlit |
| | | |
| | | ENDCG |
| | | } |
| | | } |
| | | } |
| | | Shader "Hidden/Post FX/Blit"
|
| | | {
|
| | | Properties
|
| | | {
|
| | | _MainTex("Main Texture", 2D) = "white" {}
|
| | | }
|
| | |
|
| | | CGINCLUDE
|
| | |
|
| | | #include "UnityCG.cginc"
|
| | | #include "Common.cginc"
|
| | |
|
| | | struct Varyings
|
| | | {
|
| | | float2 uv : TEXCOORD0;
|
| | | float4 vertex : SV_POSITION;
|
| | | };
|
| | |
|
| | | Varyings VertBlit(AttributesDefault v)
|
| | | {
|
| | | Varyings o;
|
| | | o.vertex = UnityObjectToClipPos(v.vertex);
|
| | | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
|
| | | return o;
|
| | | }
|
| | |
|
| | | half4 FragBlit(Varyings i) : SV_Target
|
| | | {
|
| | | half4 col = tex2D(_MainTex, i.uv);
|
| | | return col;
|
| | | }
|
| | |
|
| | | ENDCG
|
| | |
|
| | | SubShader
|
| | | {
|
| | | Cull Off ZWrite Off ZTest Always
|
| | |
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | |
|
| | | #pragma vertex VertBlit
|
| | | #pragma fragment FragBlit
|
| | |
|
| | | ENDCG
|
| | | }
|
| | | }
|
| | | }
|