阶段性完成
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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
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Shader "Hidden/FillCrop"
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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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// No culling or depth
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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 "interop_birp.cginc"
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#include "common.hlsl"
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struct VertexInput
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert(VertexInput v)
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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float4 _CropRegion;
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half4 frag(VertexOutput i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
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float2 uv = CropUV(i.uv, _CropRegion);
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return all(uv == saturate(uv)) ? SAMPLE_SCREEN_TEX(_MainTex, uv) : half4(0, 0, 0, 1);
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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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