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- Shader "Hidden/BlitNoAlpha"
- {
- Properties
- {
- _MainTex ("Texture", any) = "" {}
- }
- SubShader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
- uniform float4 _MainTex_ST;
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- v2f vert (appdata_t v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- return half4(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord).xyz, 1.0);
- }
- ENDCG
- }
- }
- Fallback Off
- }
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