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Shader "Hidden/VFXToolbox/BlitRect"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Rect ("Rect", Vector) = (0.0,0.0,1.0,1.0)
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _Rect;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = v.vertex;
o.vertex.xy = (v.vertex.xy / _Rect.zw) - _Rect.xy;
o.texcoord = o.vertex;
o.vertex.y = 1.0f - o.vertex.y;
o.vertex = o.vertex * 2 - 1;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
return col;
}
ENDCG
}
}
}