Skip to content

Instantly share code, notes, and snippets.

@EricHu33
Created January 28, 2024 14:44
Show Gist options
  • Save EricHu33/0e78a38e2d92d83b7ef6654c1b7f6774 to your computer and use it in GitHub Desktop.
Save EricHu33/0e78a38e2d92d83b7ef6654c1b7f6774 to your computer and use it in GitHub Desktop.
Custom Shader code for URP's Full Screen Pass Renderer Feature
//sample code of custom shader that using unity's blit texture(from Blit.hlsl) so this shader is same as a posteffect shadergraph code.
//and can be use in the urp's built in Full Screen Pass Renderer Feature(unity 2022+)
Shader "ColorBlit"
{
Properties
{
_Intensity("_Intensity", Range(0,1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZWrite Off Cull Off
Pass
{
Name "ColorBlitPass"
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#pragma vertex Vert
#pragma fragment frag
float _Intensity;
half4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float4 color = SAMPLE_TEXTURE2D(_BlitTexture, sampler_PointClamp, input.texcoord);
return lerp(color, 1-color, _Intensity);
}
ENDHLSL
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment