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40 lines
818 B
40 lines
818 B
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6 years ago
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Shader "Hidden/ScreenSpaceFade"
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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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}
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGINCLUDE
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float3 blend_color;
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float amount;
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float4 frag(v2f_img i) : SV_Target
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{
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float4 scene_color = tex2D(_MainTex, i.uv);
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float3 col = scene_color * (1-amount) + blend_color * amount;
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return float4( col, 1.0 );
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}
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ENDCG
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// (0) VRRenderCloud
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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ENDCG
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}
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}
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FallBack off
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}
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