95 lines
2.0 KiB
Plaintext
95 lines
2.0 KiB
Plaintext
Shader /*ase_name*/ "Hidden/Templates/Legacy/PostProcess" /*end*/
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{
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Properties
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{
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_MainTex ( "Screen", 2D ) = "black" {}
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/*ase_props*/
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}
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SubShader
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{
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Tags{ }
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ZTest Always
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Cull Off
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ZWrite Off
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/*ase_pass*/
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img_custom
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#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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/*ase_pragma*/
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struct appdata_img_custom
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{
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float4 vertex : POSITION;
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half2 texcoord : TEXCOORD0;
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/*ase_vdata:p=p;uv0=tc0*/
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};
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struct v2f_img_custom
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{
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float4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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half2 stereoUV : TEXCOORD2;
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#if UNITY_UV_STARTS_AT_TOP
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half4 uv2 : TEXCOORD1;
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half4 stereoUV2 : TEXCOORD3;
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#endif
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/*ase_interp(4,):sp=sp.xyzw;uv0=tc0.xy;uv1=tc1;uv2=tc2;uv3=tc3*/
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};
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uniform sampler2D _MainTex;
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uniform half4 _MainTex_TexelSize;
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uniform half4 _MainTex_ST;
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/*ase_globals*/
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v2f_img_custom vert_img_custom ( appdata_img_custom v /*ase_vert_input*/ )
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{
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v2f_img_custom o;
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/*ase_vert_code:v=appdata_img_custom;o=v2f_img_custom*/
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o.pos = UnityObjectToClipPos( v.vertex );
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o.uv = float4( v.texcoord.xy, 1, 1 );
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#if UNITY_UV_STARTS_AT_TOP
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o.uv2 = float4( v.texcoord.xy, 1, 1 );
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o.stereoUV2 = UnityStereoScreenSpaceUVAdjust ( o.uv2, _MainTex_ST );
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if ( _MainTex_TexelSize.y < 0.0 )
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o.uv.y = 1.0 - o.uv.y;
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#endif
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o.stereoUV = UnityStereoScreenSpaceUVAdjust ( o.uv, _MainTex_ST );
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return o;
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}
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half4 frag ( v2f_img_custom i /*ase_frag_input*/) : SV_Target
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{
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#ifdef UNITY_UV_STARTS_AT_TOP
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half2 uv = i.uv2;
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half2 stereoUV = i.stereoUV2;
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#else
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half2 uv = i.uv;
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half2 stereoUV = i.stereoUV;
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#endif
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half4 finalColor;
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// ase common template code
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/*ase_frag_code:i=v2f_img_custom*/
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finalColor = /*ase_frag_out:Frag Color;Float4*/half4( 1, 1, 1, 1 )/*end*/;
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return finalColor;
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}
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ENDCG
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}
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}
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CustomEditor "ASEMaterialInspector"
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}
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