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48 行
893 B

// Final compositing pass, just does gamma conversion for now.
Shader "Hidden/FinalPass"
{
Properties { _MainTex ("Texture", any) = "" {} }
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
#include "UnityCG.cginc"
sampler2D _MainTex;
uniform float4 _MainTex_ST;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.texcoord);
}
ENDCG
}
}
Fallback Off
}