45 lines
1.4 KiB
GLSL
45 lines
1.4 KiB
GLSL
// Copied from URP Blit.shader
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Shader "Hidden/PotaToon/Blit"
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{
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Properties
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{
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("SrcBlendRGB", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("DstBlendRGB", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("SrcBlendAlpha", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("DstBlendAlpha", Int) = 10
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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Pass
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{
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Name "Blit"
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ZTest Always
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ZWrite Off
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Cull Off
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Blend [_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Fragment
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// Core.hlsl for XR dependencies
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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SAMPLER(sampler_BlitTexture);
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half4 Fragment(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.texcoord;
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half4 col = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv);
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return col;
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}
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ENDHLSL
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}
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}
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}
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