Shader "Hidden/VFXToolbox/ImageSequencer/AssembleBlit" { Properties { _MainTex ("Texture", 2D) = "white" {} _CC("Clipcoords", Vector) = (0.0,0.0,1.0,1.0) } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; int _Mode; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 _CC; fixed4 frag (v2f i) : SV_Target { float2 TexCoord = (i.uv - float2(_CC.x,_CC.y)) / float2(_CC.z, _CC.w); if(TexCoord.x < 1.0f && TexCoord.x > 0.0f && TexCoord.y < 1.0f && TexCoord.y > 0.0f) { float4 col = tex2D(_MainTex,TexCoord); return col; } else clip(-1.0f); return float4(1.0f,0.0f,1.0f,1.0f); } ENDCG } } }