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@the6th
Last active May 2, 2020 05:34
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uWindowCapture の ShaderをSinglePassInstancedに対応させる
// ## Repository
// * https://github.com/hecomi/uWindowCapture
// * https://github.com/hecomi/uWindowCapture/blob/7e1df4fee1a1c6d812079a4355cbb609686734f2/Assets/uWindowCapture/Shaders/UwcCommon.cginc
#ifndef UWC_COMMON_CGINC
#define UWC_COMMON_CGINC
#include "UnityCG.cginc"
float4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
inline void UwcFlipUV(inout float2 uv)
{
#ifdef UWC_FLIP_X
uv.x = 1.0 - uv.x;
#endif
#ifdef UWC_FLIP_Y
uv.y = 1.0 - uv.y;
#endif
}
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID //for Single pass instanced
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO //for Single pass instanced
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //for Single pass instanced
UNITY_INITIALIZE_OUTPUT(v2f, o); //for Single pass instanced
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //for Single pass instanced
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UwcFlipUV(o.uv);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float4 col = float4(tex2D(_MainTex, i.uv).rgb * _Color, _Color.a);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
#endif
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