少年修仙传客户端基础资源
leonard Wu
2018-08-09 a10eea6e4ce647061813519d5b0ea496f29495b9
Assets/Plugins/PostProcessing/Resources/Shaders/Blit.shader
@@ -1,49 +1,49 @@
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
        }
    }
}