ArabDesert/Assets/Bakery/ftRGBM2Half.shader

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Shader "Hidden/ftRGBM2Half"
{
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);
#if UNITY_UV_STARTS_AT_TOP
o.uv = v.uv;
#else
o.uv = v.uv;
o.uv.y = 1-o.uv.y;
#endif
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
float4 c = tex2D(_MainTex, i.uv);
return float4(c.rgb * c.a * EMISSIVE_RGBM_SCALE, 1.0);
}
ENDCG
}
}
}