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- Shader "Fog Volume/RT viewers/RT_FogVolume"
- {
- Properties{
- [Toggle(RightEye)] _RightEye ("Right Eye?", Float) = 0
- [hideininspector] _MainTex("Base", 2D) = "" {}
-
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
-
- Pass
- {
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _ RightEye
- #include "UnityCG.cginc"
- #define red float4(1, 0,0,1)
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
-
- float4 vertex : SV_POSITION;
- };
-
- sampler2D RT_FogVolume;
- sampler2D RT_FogVolumeR;
- float4 RT_FogVolume_ST;
-
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, RT_FogVolume);
-
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = 0;
- #ifdef RightEye
- col = tex2D(RT_FogVolumeR, i.uv)/**red*/;
- #else
- col = tex2D(RT_FogVolume, i.uv)/**red*/;
- #endif
-
- return col;
- }
- ENDCG
- }
- }
- }
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