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KopMap/Assets/AmplifyShaderEditor/Plugins/EditorResources/Templates/Legacy/PPStack.shader

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2025-04-03 02:30:16 +08:00
Shader /*ase_name*/ "Hidden/Templates/PostProcessStack" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
Cull Off
ZWrite Off
ZTest Always
/*ase_pass*/
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 3.5
#include "UnityCG.cginc"
/*ase_pragma*/
struct ASEAttributesDefault
{
float3 vertex : POSITION;
float2 texcoord : TEXCOORD0;
/*ase_vdata:p=p;uv0=tc0*/
};
struct ASEVaryingsDefault
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoordStereo : TEXCOORD1;
#if STEREO_INSTANCING_ENABLED
uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex;
#endif
/*ase_interp(2,):sp=sp.xyzw;uv0=tc0.xy;uv1=tc1;uv2=tc2*/
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_TexelSize;
uniform half4 _MainTex_ST;
/*ase_globals*/
/*ase_funcs*/
float2 TransformTriangleVertexToUV (float2 vertex)
{
float2 uv = (vertex + 1.0) * 0.5;
return uv;
}
ASEVaryingsDefault Vert( ASEAttributesDefault v /*ase_vert_input*/ )
{
ASEVaryingsDefault o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV (v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.texcoordStereo = TransformStereoScreenSpaceTex (o.texcoord, 1.0);
v.texcoord = o.texcoordStereo;
/*ase_local_var:spn*/float4 ase_ppsScreenPosVertexNorm = float4(o.texcoordStereo,0,1);
/*ase_vert_code:v=ASEAttributesDefault;o=ASEVaryingsDefault*/
return o;
}
float4 Frag (ASEVaryingsDefault i /*ase_frag_input*/ ) : SV_Target
{
/*ase_local_var:spn*/float4 ase_ppsScreenPosFragNorm = float4(i.texcoordStereo,0,1);
/*ase_frag_code:i=ASEVaryingsDefault*/
float4 color = /*ase_frag_out:Frag Color;Float4*/tex2D(_MainTex, i.texcoord )/*end*/;
return color;
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}