/* Author:gzg Date:2020-06-12 Desc:后处理的默认Shader */ Shader "Hidden/Ares/PostEffect/Uber" { Properties { _MainTex ("Texture", 2D) = "white" {} } HLSLINCLUDE #include "../Gonbest/Include/PostEffect/StdLib.hlsl" #include "../Gonbest/Include/PostEffect/Colors.hlsl" #include "../Gonbest/Include/PostEffect/Sampling.hlsl" #include "../Gonbest/Include/PostEffect/xRLib.hlsl" #include "./Uber/UberBloom.hlsl" #pragma multi_compile __ _GONBEST_BLOOM_ON #pragma multi_compile __ _GONBEST_RADIABLUR_ON #pragma multi_compile __ _GONBEST_GRAPHIC_BLIT_ON #pragma vertex VertUber #pragma fragment FragUber TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); float4 _MainTex_TexelSize; float4 _MainTex_ST; struct vdata { float4 vertex : POSITION; half2 texcoord : TEXCOORD0; }; VaryingsDefault VertUber(vdata v) { VaryingsDefault o = (VaryingsDefault)0; #if _GONBEST_GRAPHIC_BLIT_ON o.vertex =float4(v.vertex.xy, 0, 1); #else o.vertex =float4(v.vertex.xy*2 - 1, 0, 1); #endif o.texcoord = v.texcoord; o.texcoord = o.texcoord * _UVTransform.xy + _UVTransform.zw; return o; } half4 FragUber(VaryingsDefault i) : SV_Target { float2 uv = i.texcoord; half4 color = (half4)0; color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); GONBEST_BLOOM_APPLY(color, uv); half4 output = color; return output; } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma exclude_renderers gles vulkan switch ENDHLSL } } SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma only_renderers vulkan switch ENDHLSL } } SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma only_renderers gles ENDHLSL } } }