/* Author:gzg Date:2021-09-10 Desc:模仿Blit的Shader */ Shader "Hidden/Ares/PostEffect/Blit" { Properties { } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv0 : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; //基本 v2f vert(appdata v) { v2f o = (v2f)0; o.vertex = v.vertex; o.uv0 = v.uv; #if defined(UNITY_UV_STARTS_AT_TOP) o.uv0 = o.uv0 * float2(1, -1) + float2(0, 1); #endif return o; } //通用的纹理拷贝 fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv0); return col; } ENDCG SubShader { Tags { "RenderType"="Opaque" } LOD 100 ZWrite Off ZTest Always Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }