66 lines
1.5 KiB
Plaintext
66 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/VideoComposite"
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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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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float _AlphaParam;
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float4 _RightEyeUVOffset;
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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UNITY_VERTEX_OUTPUT_STEREO
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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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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex) + unity_StereoEyeIndex * _RightEyeUVOffset.xy;
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return o;
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}
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fixed4 fragmentBlit(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.texcoord);
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return fixed4(col.rgb, col.a * _AlphaParam);
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}
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ENDCG
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SubShader
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{
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Tags{ "Queue" = "Transparent" }
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Pass
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{
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Name "Default"
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Cull Off ZWrite On Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vertexDirect
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#pragma fragment fragmentBlit
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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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