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51 行
1.2 KiB

Shader "Hidden/ScriptableRenderPipeline/LightweightPipeline/Blit"
{
Properties
{
_BlitTex("Texture", 2D) = "" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
LOD 100
Pass
{
Tags { "LightMode" = "LightweightForward"}
CGPROGRAM
#pragma vertex Vertex
#pragma fragment Fragment
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexOutput
{
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
sampler2D _BlitTex;
VertexOutput Vertex(VertexInput i)
{
VertexOutput o;
o.pos = half4(i.vertex.xyz, 1.0);
o.uv = i.uv;
return o;
}
fixed4 Fragment(VertexOutput i) : SV_Target
{
fixed4 col = tex2D(_BlitTex, i.uv);
return col;
}
ENDCG
}
}
}