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Cielonos/Assets/Plugins/FlexibleUI/FlexibleBlur/Shaders/FullScreenBlits.shader
SoulliesOfficial 649b7a5ddc 更新
2026-05-23 08:27:50 -04:00

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Shader "Hidden/JeffGrawAssets/FullScreenBlits" {
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionHCS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(Attributes input)
{
v2f output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = float4(input.positionHCS.xyz, 1.0);
#if UNITY_UV_STARTS_AT_TOP
output.positionCS.y *= -1;
#endif
output.uv = input.uv;
return output;
}
TEXTURE2D_X(_MainTex);
SAMPLER(sampler_MainTex);
ENDHLSL
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
Pass
{
Name "Blit"
Cull Off
ZWrite Off
ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.uv);
}
ENDHLSL
}
Pass
{
Name "BlitAlphaBlend"
Cull Off
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.uv);
}
ENDHLSL
}
}
}