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- Shader "Hidden/Highlighted/Composite"
- {
- Properties
- {
- [HideInInspector] _MainTex ("", 2D) = "" {}
- [HideInInspector] _HighlightingBuffer ("", 2D) = "" {}
- }
-
- SubShader
- {
- Pass
- {
- Lighting Off
- Fog { Mode off }
- ZWrite Off
- ZTest Always
- Cull Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma target 2.0
- #include "UnityCG.cginc"
- struct vs_input
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
- struct ps_input
- {
- float4 pos : SV_POSITION;
- half2 uv0 : TEXCOORD0;
- half2 uv1 : TEXCOORD1;
- };
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform float4 _MainTex_TexelSize;
- uniform sampler2D _HighlightingBuffer;
- ps_input vert(vs_input v)
- {
- ps_input o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv0 = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
- o.uv1 = o.uv0;
- #if UNITY_UV_STARTS_AT_TOP
- if (_MainTex_TexelSize.y < 0)
- {
- o.uv1.y = 1-o.uv1.y;
- }
- #endif
- return o;
- }
- fixed4 frag(ps_input i) : SV_Target
- {
- fixed4 c1 = tex2D(_MainTex, i.uv0);
- fixed4 c2 = tex2D(_HighlightingBuffer, i.uv1);
- c1.rgb = lerp(c1.rgb, c2.rgb, c2.a);
- return c1;
- }
- ENDCG
- }
- }
- FallBack Off
- }
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