NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/DefaultResourcesExtra/VideoComposite.shader

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/VideoComposite"
{
Properties
{
_MainTex ("_MainTex (A)", 2D) = "black"
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float _AlphaParam;
float4 _RightEyeUVOffset;
float4 _MainTex_ST;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vertexDirect(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex) + unity_StereoEyeIndex * _RightEyeUVOffset.xy;
return o;
}
fixed4 fragmentBlit(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
return fixed4(col.rgb, col.a * _AlphaParam);
}
ENDCG
SubShader
{
Tags{ "Queue" = "Transparent" }
Pass
{
Name "Default"
Cull Off ZWrite On Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vertexDirect
#pragma fragment fragmentBlit
ENDCG
}
}
FallBack Off
}