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