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// Final compositing pass, just does gamma conversion for now.
Shader "SRP/FinalPass-Mobile"
{
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.5
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
#include "UnityCG.cginc"
struct v2f {
float4 vertex : SV_Position;
};
UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(0);
v2f vert(uint id : SV_VertexID)
{
v2f o;
o.vertex.x = (id & 1) != 0 ? 3 : -1;
o.vertex.y = (id & 2) != 0 ? -5 : 1;
o.vertex.z = 0;
o.vertex.w = 1;
return o;
}
half4 frag (v2f i) : SV_Target
{
return UNITY_READ_FRAMEBUFFER_INPUT(0, i.vertex);
}
ENDCG
}
} Fallback Off
}