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VR-WuKong/Packages/PICO Unity Integration SDK-3.3.2-20251111/Assets/Resources/Shader/PXR_Texture2DBlit.shader

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2025-11-13 17:40:28 +08:00
Shader "PXR_SDK/PXR_Texture2DBlit" {
Properties{
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_premultiply("Pre-multiply alpha", Int) = 0
_Gamma("Gamma", Range(0.1, 5)) = 1.0
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass{
ZTest Always
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
int _premultiply;
float _Gamma;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord);
if (_premultiply)
col.rgb *= col.a;
if(_Gamma != 1)
col.rgb = pow(col.rgb, _Gamma);
return col;
}
ENDCG
}
}
}