55 lines
1.5 KiB
Plaintext
55 lines
1.5 KiB
Plaintext
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Shader "Hidden/FillCrop_UniversalRP"
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{
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma target 3.0
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//HLSLcc is not used by default on gles
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#pragma prefer_hlslcc gles
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//SRP don't support dx9
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#pragma exclude_renderers d3d11_9x
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "./lib.hlsl"
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minimalVertexOutput vert(minimalVertexInput v)
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{
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minimalVertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 pos;
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float2 uv;
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#if USE_PROCEDURAL_QUAD
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GetProceduralQuad(v.vertexID, pos, uv);
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#else
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pos = v.position;
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uv = VertexToUV(v.position.xy);
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#endif
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o.position = half4(pos.xy, 0.0, 1.0);
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o.texcoord = uv;
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return o;
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}
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TEXTURE2D_X(_MainTex);
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float4 _CropRegion;
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half4 frag(minimalVertexOutput v) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v)
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return SAMPLE_SCREEN_TEX(_MainTex, getCroppedCoord(v.texcoord, _CropRegion));
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}
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ENDHLSL
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}
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}
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}
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