mirror of
https://github.com/maxartz15/InteractiveMask.git
synced 2024-10-22 15:35:34 +02:00
62 lines
1.2 KiB
Plaintext
62 lines
1.2 KiB
Plaintext
Shader "TAO/InteractiveMask/Add"
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{
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Properties
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{
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[HideInInspector] [NoScaleOffset] _MainTex("main", 2D) = "white" {}
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_Channels("Channels", Vector) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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Blend One One
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _Channels;
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Channels;
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return color;
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}
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ENDHLSL
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}
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}
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} |