1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859 |
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/GlowCompose" {
- Properties {
- _Color ("Glow Amount", Color) = (1,1,1,1)
- _MainTex ("", 2D) = "white" {}
- }
- Category {
- ZTest Always Cull Off ZWrite Off Fog { Mode Off }
- Blend One One
- Subshader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : POSITION;
- half2 uv : TEXCOORD0;
- };
- float4 _MainTex_TexelSize;
- float4 _BlurOffsets;
- v2f vert (appdata_img v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord.xy);
- return o;
- }
- sampler2D _MainTex;
- fixed4 _Color;
- fixed4 frag( v2f i ) : COLOR
- {
- return 2.0f * _Color * tex2D( _MainTex, i.uv );
- }
- ENDCG
- }
- }
- SubShader {
- Pass {
- SetTexture [_MainTex] {constantColor [_Color] combine constant * texture DOUBLE}
- }
- }
- }
- Fallback off
- }
|