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 3.0 #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 "ASEMaterialInspector" }