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Cielonos/Assets/OtherPlugins/Le Tai's Asset/TranslucentImage/Resources/URP/FillCrop_UniversalRP.shader
SoulliesOfficial f7af60351b 阶段性完成
2025-12-08 05:27:53 -05:00

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Shader "Hidden/FillCrop_UniversalRP"
{
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma target 3.0
//HLSLcc is not used by default on gles
#pragma prefer_hlslcc gles
//SRP don't support dx9
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "./interop_urp.hlsl"
#include "../Shaders/fullscreen.hlsl"
#include "../Shaders/common.hlsl"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(FullScreenVertexInput v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 posCS;
float2 screenUV;
GetFullScreenVertexData(v, posCS, screenUV);
o.vertex = half4(posCS.xy, 0.0, 1.0);
o.uv = screenUV;
return o;
}
TEXTURE2D_X(_MainTex);
float4 _CropRegion;
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
float2 uv = CropUV(i.uv, _CropRegion);
return all(uv == saturate(uv)) ? SAMPLE_SCREEN_TEX(_MainTex, uv) : half4(0, 0, 0, 1);
}
ENDHLSL
}
}
}