64 lines
1.5 KiB
Plaintext
64 lines
1.5 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Hidden/Compositing"
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{
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Properties
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{
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_MainTex ("_MainTex (A)", 2D) = "black"
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_SecondTex ("_SecondTex (A)", 2D) = "black"
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _SecondTex;
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float _AlphaParam;
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float _SecondAlphaParam;
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float4 _MainTex_ST;
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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v2f vertexDirect(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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return o;
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}
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fixed4 fragmentMix(v2f i) : SV_Target
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{
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fixed4 mainCol = tex2D(_MainTex, i.texcoord);
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fixed4 secondCol = tex2D(_SecondTex, i.texcoord);
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return fixed4(_AlphaParam * mainCol.a * mainCol.rgb + _SecondAlphaParam * secondCol.a * secondCol.rgb, 1.0f);
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}
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ENDCG
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SubShader
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{
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Pass
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{
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Name "Mix_RGBA_To_RGBA"
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Cull Off ZWrite On Blend Off
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CGPROGRAM
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#pragma vertex vertexDirect
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#pragma fragment fragmentMix
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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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