FateViewer/Assets/AmplifyShaderEditor/Plugins/EditorResources/Templates/Legacy/PostProcess.shader

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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 3.0
#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"
}