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