59 lines
1.6 KiB
Plaintext
59 lines
1.6 KiB
Plaintext
Shader "Hidden/MK/Glow/URP/Copy"
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{
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SubShader
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{
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Tags {"LightMode" = "Always" "RenderType"="Opaque" "PerformanceChecks"="False"}
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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Name "MK Glow Copy"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionHCS : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = float4(input.positionHCS.xyz, 1.0);
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#if UNITY_UV_STARTS_AT_TOP
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output.positionCS.y *= -1;
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#endif
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output.uv = input.uv;
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return output;
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}
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TEXTURE2D_X(_MainTex);
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SAMPLER(sampler_MainTex);
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half4 frag (Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.uv);
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}
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ENDHLSL
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}
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}
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} |