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- Shader "Hidden/Universal Render Pipeline/Blit"
- {
- SubShader
- {
- Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
- LOD 100
- Pass
- {
- Name "Blit"
- ZTest Always
- ZWrite Off
- Cull Off
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma vertex Vertex
- #pragma fragment Fragment
- #pragma multi_compile _ _LINEAR_TO_SRGB_CONVERSION
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #ifdef _LINEAR_TO_SRGB_CONVERSION
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #endif
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct Varyings
- {
- half4 positionCS : SV_POSITION;
- half2 uv : TEXCOORD0;
- };
- TEXTURE2D(_BlitTex);
- SAMPLER(sampler_BlitTex);
- Varyings Vertex(Attributes input)
- {
- Varyings output;
- output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
- output.uv = input.uv;
- return output;
- }
- half4 Fragment(Varyings input) : SV_Target
- {
- half4 col = SAMPLE_TEXTURE2D(_BlitTex, sampler_BlitTex, input.uv);
- #ifdef _LINEAR_TO_SRGB_CONVERSION
- col = LinearToSRGB(col);
- #endif
- return col;
- }
- ENDHLSL
- }
- }
- }
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