Rasagar/Library/PackageCache/com.unity.postprocessing/PostProcessing/Shaders/Builtins/Texture2DLerp.shader
2024-09-27 20:27:46 +03:00

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Shader "Hidden/PostProcessing/Texture2DLerp"
{
HLSLINCLUDE
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); // From
TEXTURE2D_SAMPLER2D(_To, sampler_To);
float _Interp;
float4 _TargetColor;
float4 Frag(VaryingsDefault i) : SV_Target
{
float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
float4 to = SAMPLE_TEXTURE2D(_To, sampler_To, i.texcoord);
return lerp(from, to, _Interp);
}
float4 FragColor(VaryingsDefault i) : SV_Target
{
float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
float4 to = _TargetColor;
return lerp(from, to, _Interp);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragColor
ENDHLSL
}
}
}