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MaiDXR/Assets/Oculus/VR/Resources/Texture2D Blit.shader

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2022-08-20 21:35:57 +02:00
Shader "Oculus/Texture2D Blit" {
Properties{
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_linearToSrgb("Perform linear-to-gamma conversion", Int) = 0
_premultiply("Pre-multiply alpha", Int) = 0
_flip("Y-Flip", Int) = 0
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass{
ZWrite Off
ColorMask RGBA
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 _linearToSrgb;
int _premultiply;
int _flip;
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
{
#if SHADER_API_D3D11
if (_flip)
{
i.texcoord.y = 1.0f - i.texcoord.y;
}
#endif
fixed4 col = tex2D(_MainTex, i.texcoord);
if (_linearToSrgb)
{
float3 S1 = sqrt(col.rgb);
float3 S2 = sqrt(S1);
float3 S3 = sqrt(S2);
col.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * col.rgb;
}
if (_premultiply)
col.rgb *= col.a;
return col;
}
ENDCG
}
}
}