Shader "Oculus/Texture2D Blit" {
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Properties{
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_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
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_linearToSrgb("Perform linear-to-gamma conversion", Int) = 0
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_premultiply("Pre-multiply alpha", Int) = 0
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}
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SubShader{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Pass{
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ZWrite Off
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ColorMask RGBA
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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int _linearToSrgb;
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int _premultiply;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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fixed4 col = tex2D(_MainTex, i.texcoord);
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if (_linearToSrgb)
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{
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float3 S1 = sqrt(col.rgb);
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float3 S2 = sqrt(S1);
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float3 S3 = sqrt(S2);
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col.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * col.rgb;
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}
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if (_premultiply)
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col.rgb *= col.a;
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return col;
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}
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ENDCG
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}
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}
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}
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