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40 lines
818 B

Shader "Hidden/ScreenSpaceFade"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGINCLUDE
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
float3 blend_color;
float amount;
float4 frag(v2f_img i) : SV_Target
{
float4 scene_color = tex2D(_MainTex, i.uv);
float3 col = scene_color * (1-amount) + blend_color * amount;
return float4( col, 1.0 );
}
ENDCG
// (0) VRRenderCloud
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
ENDCG
}
}
FallBack off
}