Files
Fishing2/Assets/Resources/RenderTexture/FullScreen.shader
2025-10-23 22:59:04 +08:00

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Shader "Game/FullScreen" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "black" {}
_Tex2 ("Base2 (RGB) Trans (A)", 2D) = "black" {}
}
SubShader {
Pass {
Tags {"Queue"="Background" "IgnoreProjector"="True" "RenderType"="Background"}
ZWrite Off
Cull Off
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Tex2;
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 pos : POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
float4 _MainTex_ST;
float4 _Tex2_ST;
v2f vert (appdata v)
{
v2f o;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
o.pos = v.vertex;
#if UNITY_UV_STARTS_AT_TOP
o.pos.y = -o.pos.y;
#endif
#if SHADER_API_D3D9 || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_GLCORE
o.pos.z = 1;
#else
o.pos.z = 0;
#endif
o.pos.w = 1;
return o;
}
half4 frag (v2f i) : COLOR
{
half4 col1 = tex2D(_MainTex, i.texcoord);
half4 col2 = tex2D(_Tex2, i.texcoord1);
col1.rgb *= col1.a;
col1.rgb *= (1-col2.a);
col2.rgb *= col2.a;
col1.a = 1;
col2.a = 1;
return col1 + col2;
}
ENDCG
}
}
}