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42 行
1021 B
42 行
1021 B
// Final compositing pass, just does gamma conversion for now.
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Shader "SRP/FinalPass-Mobile"
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{
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.5
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#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
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#include "UnityCG.cginc"
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struct v2f {
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float4 vertex : SV_Position;
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};
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UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(0);
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v2f vert(uint id : SV_VertexID)
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{
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v2f o;
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o.vertex.x = (id & 1) != 0 ? 3 : -1;
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o.vertex.y = (id & 2) != 0 ? -5 : 1;
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o.vertex.z = 0;
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o.vertex.w = 1;
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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return UNITY_READ_FRAMEBUFFER_INPUT(0, i.vertex);
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}
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ENDCG
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}
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} Fallback Off
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}
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