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32 行
656 B
32 行
656 B
Shader "Hidden/Custom/LWtest/InvertOpaque"
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{
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HLSLINCLUDE
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#include "//Assets/PostProcessing/PostProcessing/Shaders/StdLib.hlsl"
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TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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return float4(1-color.rgb, color.a);
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}
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ENDHLSL
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SubShader
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{
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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 vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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