55 lines
886 B
Plaintext
55 lines
886 B
Plaintext
Shader "Hidden/ScreenFaderComposite"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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};
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v2f vert (appdata 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.uv0 = v.uv;
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return o;
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}
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sampler2D _MainTex;
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half4 _MainTex_ST;
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fixed4 _FadeColour;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 colour = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv0, _MainTex_ST));
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colour.xyz = colour.xyz * (1.0 - _FadeColour.a) + _FadeColour.xyz * _FadeColour.a;
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return colour;
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}
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ENDCG
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}
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}
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}
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