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ichni_Official/Assets/Le Tai's Asset/TranslucentImage/Resources/Shaders/FillCrop.shader

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2025-06-03 02:42:28 -04:00
Shader "Hidden/FillCrop"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "interop_birp.cginc"
#include "common.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
UNITY_DECLARE_SCREENSPACE_TEXTURE(_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);
}
ENDCG
}
}
}