65 lines
1.6 KiB
Plaintext

Shader "Hidden/Beautify/FrameThumbnail"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", color) = (1,1,1,1)
_FrameMask ("Frame Mask", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
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;
float2 clipUV : TEXCOORD1;
};
sampler2D _LUTPreview;
float4 _LUTPreview_ST;
sampler2D _GUIClipTexture;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _FrameMask;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
float3 eyePos = UnityObjectToViewPos(v.vertex);
o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
return o;
}
half4 frag (v2f i) : SV_Target
{
clip( tex2D(_GUIClipTexture, i.clipUV).a - 0.1);
half3 rgb = tex2D(_LUTPreview, i.uv);
half4 frameMask = tex2D(_FrameMask, i.uv);
rgb = lerp(rgb, frameMask.rgb, frameMask.a);
return half4(rgb, 1.0);
}
ENDCG
}
}
}