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51 行
1.3 KiB

Shader "Hidden/LightweightPipeline/Blit"
{
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
LOD 100
Pass
{
Tags { "LightMode" = "LightweightForward"}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex Vertex
#pragma fragment Fragment
#include "LightweightShaderLibrary/Core.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexOutput
{
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
TEXTURE2D(_BlitTex);
SAMPLER(sampler_BlitTex);
VertexOutput Vertex(VertexInput i)
{
VertexOutput o;
o.pos = TransformObjectToHClip(i.vertex.xyz);
o.uv = i.uv;
return o;
}
half4 Fragment(VertexOutput i) : SV_Target
{
half4 col = SAMPLE_TEXTURE2D(_BlitTex, sampler_BlitTex, i.uv);
return col;
}
ENDHLSL
}
}
}