阶段性完成

This commit is contained in:
SoulliesOfficial
2025-12-08 05:27:53 -05:00
parent ef7b479712
commit f7af60351b
8770 changed files with 15637030 additions and 208354 deletions

View File

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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
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 VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput v)
{
VertexOutput 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(VertexOutput 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
}
}
}