Files
BITFALL/Assets/Plugins/Le Tai's Asset/TranslucentImage/Resources/UniversalRP/FillCrop_UniversalRP.shader
CortexCore ba342d6627 1
2023-11-30 00:23:23 +08:00

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Shader "Hidden/FillCrop_UniversalRP"
{
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma target 3.0
//HLSLcc is not used by default on gles
#pragma prefer_hlslcc gles
//SRP don't support dx9
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "./lib.hlsl"
minimalVertexOutput vert(minimalVertexInput v)
{
minimalVertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half4 pos;
half2 uv;
#if PROCEDURAL_QUAD
GetProceduralQuad(v.vertexID, pos, uv);
o.position.zw = half2(0, 1);
#else
pos = v.position;
uv = VertexToUV(v.position.xy);
#endif
o.position = pos;
o.texcoord = uv;
return o;
}
TEXTURE2D_X(_MainTex);
float4 _CropRegion;
half2 getCroppedCoord(half2 screenCoord)
{
return (screenCoord - _CropRegion.xy) / (_CropRegion.zw - _CropRegion.xy);
}
half4 frag(minimalVertexOutput v) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v)
return SAMPLE_SCREEN_TEX(_MainTex, getCroppedCoord(v.texcoord));
}
ENDHLSL
}
}
}