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- // /******************************************************************************
- // * File: SimpleBrushShader.shader
- // * Copyright (c) 2021 Qualcomm Technologies, Inc. and/or its subsidiaries. All rights reserved.
- // *
- // *
- // ******************************************************************************/
- Shader "Qualcomm/Drawing/SimpleBrushShader"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
- Category
- {
- Tags
- {
- "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane"
- }
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
- Lighting Off
- ZWrite On
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #pragma vertex vert
- #pragma fragment frag
-
- struct vIn
- {
- float4 vertex : POSITION;
- float2 uv: TEXCOORD0;
- float4 color : COLOR;
- };
-
- struct v2f
- {
- float4 pos :SV_POSITION;
- float2 uv: TEXCOORD0;
- float4 color :COLOR;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- v2f vert(vIn v)
- {
- v2f o;
-
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.color = pow(v.color, 2.2); // fix linear to gamma
- return o;
- }
-
- float4 frag(v2f i) : COLOR
- {
- fixed4 tex = tex2D(_MainTex, i.uv);
- fixed4 color = tex * i.color;
- return color;
- }
-
- ENDCG
- }
- }
- }
- }
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