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1.0 KiB

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
}
}
}