35 lines
1.4 KiB
Plaintext
35 lines
1.4 KiB
Plaintext
Shader "BlitWithMaterial"
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{
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SubShader
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{
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Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
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ZWrite Off Cull Off
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Pass
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{
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Name "BlitWithMaterialPass"
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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// Out frag function takes as input a struct that contains the screen space coordinate we are going to use to sample our texture. It also writes to SV_Target0, this has to match the index set in the UseTextureFragment(sourceTexture, 0, …) we defined in our render pass script.
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float4 Frag(Varyings input) : SV_Target0
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{
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// this is needed so we account XR platform differences in how they handle texture arrays
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// sample the texture using the SAMPLE_TEXTURE2D_X_LOD
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float2 uv = input.texcoord.xy;
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half4 color = SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel);
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// Modify the sampled color
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return half4(0, 1, 0, 1) * color;
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}
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ENDHLSL
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}
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}
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} |