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57 行
1.3 KiB

Shader "Unlit/ARCoreBackgroundLWRP"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
// For GLES3
SubShader
{
Pass
{
ZWrite Off
Cull Off
GLSLPROGRAM
#pragma only_renderers gles3
#ifdef SHADER_API_GLES3
#extension GL_OES_EGL_image_external_essl3 : require
#endif
uniform mat4 _UnityDisplayTransform;
#ifdef VERTEX
varying vec2 textureCoord;
void main()
{
#ifdef SHADER_API_GLES3
float flippedV = 1.0 - gl_MultiTexCoord0.y;
textureCoord.x = _UnityDisplayTransform[0].x * gl_MultiTexCoord0.x + _UnityDisplayTransform[1].x * flippedV + _UnityDisplayTransform[2].x;
textureCoord.y = _UnityDisplayTransform[0].y * gl_MultiTexCoord0.x + _UnityDisplayTransform[1].y * flippedV + _UnityDisplayTransform[2].y;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
#endif
}
#endif
#ifdef FRAGMENT
varying vec2 textureCoord;
uniform samplerExternalOES _MainTex;
void main()
{
#ifdef SHADER_API_GLES3
gl_FragColor = texture(_MainTex, textureCoord);
#endif
}
#endif
ENDGLSL
}
}
FallBack Off
}