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@skibitsky
Last active October 24, 2021 08:31
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Stereo Single Pass Screen Fading Shader
Shader "Custom/ScreenFader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_FadeColor ("Color", Color) = (0,0,0,0)
_Intensity ("Intensity", float) = 0
}
SubShader
{
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;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
half4 _FadeColor;
half _Intensity;
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 color = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
fixed4 lerpedColor = lerp(color.rgba, _FadeColor.rgba, _Intensity);
return lerpedColor;
}
ENDCG
}
}
}
@aeldron
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aeldron commented Oct 21, 2021

Unrecognised Identifier AppToVertex
Cannot resolve symbol

You need to replace line 35 with
v2f vert (appdata v)

@skibitsky
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@aeldron thank you!

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