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KopMap/Assets/AmplifyShaderEditor/Plugins/EditorResources/Templates/CustomRT/CustomRTInit.shader
2025-04-03 02:30:16 +08:00

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Shader /*ase_name*/"Hidden/Templates/CustomRTInit"/*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
Tags { }
/*ase_all_modules*/
/*ase_pass*/
Pass
{
Name "Custom RT Init"
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex ASEInitCustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.5
/*ase_pragma*/
struct ase_appdata_init_customrendertexture
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
/*ase_vdata:p=p;uv0=tc0*/
};
// User facing vertex to fragment structure for initialization materials
struct ase_v2f_init_customrendertexture
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float3 direction : TEXCOORD1;
/*ase_interp(2,):sp=sp.xyzw;uv0=tc0;uv1=tc1*/
};
/*ase_globals*/
ase_v2f_init_customrendertexture ASEInitCustomRenderTextureVertexShader (ase_appdata_init_customrendertexture v /*ase_vert_input*/)
{
ase_v2f_init_customrendertexture o;
/*ase_vert_code:v=ase_appdata_init_customrendertexture;o=ase_v2f_init_customrendertexture*/
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = float3(v.texcoord.xy, CustomRenderTexture3DTexcoordW);
o.direction = CustomRenderTextureComputeCubeDirection(v.texcoord.xy);
return o;
}
float4 frag(ase_v2f_init_customrendertexture IN /*ase_frag_input*/) : COLOR
{
float4 finalColor;
/*ase_frag_code:IN=ase_v2f_init_customrendertexture*/
finalColor = /*ase_frag_out:Frag Color;Float4*/float4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
}
}