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- Shader "Hidden/TriLib/InvertChannels"
- {
- Properties
- {
- _MainTex("_MainTex", 2D) = "black" {}
- }
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- sampler2D _MainTex;
- float4 frag(v2f i) : SV_Target
- {
- float4 col = tex2D(_MainTex, i.uv);
- return float4(1.0 * col.xyz, col.w);
- }
- ENDCG
- }
- }
- }
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