forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			73 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Oculus/Texture2D Blit" {
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    Properties{
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        _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
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        _linearToSrgb("Perform linear-to-gamma conversion", Int) = 0
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        _premultiply("Pre-multiply alpha", Int) = 0
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		_flip("Y-Flip", Int) = 0
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    }
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    SubShader{
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        Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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        Pass{
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            ZWrite Off
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            ColorMask RGBA
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			CGPROGRAM
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				#pragma vertex vert
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				#pragma fragment frag
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				#include "UnityCG.cginc"
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				struct appdata_t
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				{
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					float4 vertex : POSITION;
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					float2 texcoord : TEXCOORD0;
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				};
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				struct v2f
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				{
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					float4 vertex : SV_POSITION;
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					half2 texcoord : TEXCOORD0;
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				};
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				sampler2D _MainTex;
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				float4 _MainTex_ST;
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				int _linearToSrgb;
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				int _premultiply;
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				int _flip;
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				v2f vert (appdata_t v)
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				{
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					v2f o;
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					o.vertex = UnityObjectToClipPos(v.vertex);
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					o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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					return o;
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				}
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				fixed4 frag (v2f i) : COLOR
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				{
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#if SHADER_API_D3D11
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					if (_flip)
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					{
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							i.texcoord.y = 1.0f - i.texcoord.y;
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					}
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#endif
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					fixed4 col = tex2D(_MainTex, i.texcoord);
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					if (_linearToSrgb)
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					{
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						float3 S1 = sqrt(col.rgb);
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						float3 S2 = sqrt(S1);
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						float3 S3 = sqrt(S2);
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						col.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * col.rgb;
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					}
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					if (_premultiply)
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						col.rgb *= col.a;
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					return col;
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				}
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			ENDCG
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		}
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    }
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}
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