InteractiveMask/Runtime/Shaders/Add.shader

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2021-03-01 17:20:08 +01:00
Shader "TAO/InteractiveMask/Add"
{
Properties
{
[HideInInspector] [NoScaleOffset] _MainTex("main", 2D) = "white" {}
_Channels("Channels", Vector) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Blend One One
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _Channels;
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Channels;
return color;
}
ENDHLSL
}
}
}