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56 行
1010 B
56 行
1010 B
Shader "Hidden/VFXToolbox/BlitRect"
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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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_Rect ("Rect", 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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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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Cull Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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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_t {
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float4 vertex : POSITION;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _Rect;
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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 = v.vertex;
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o.vertex.xy = (v.vertex.xy / _Rect.zw) - _Rect.xy;
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o.texcoord = o.vertex;
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o.vertex.y = 1.0f - o.vertex.y;
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o.vertex = o.vertex * 2 - 1;
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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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fixed4 col = tex2D(_MainTex, i.texcoord);
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return col;
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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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