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Shader "Streamingle/CameraBlend"
{
Properties
{
_PrevTex ("Previous Camera", 2D) = "white" {}
_BlendAmount ("Blend Amount", Range(0, 1)) = 0
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
Name "CameraBlend"
ZTest Always
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
TEXTURE2D(_PrevTex);
SAMPLER(sampler_PrevTex);
float _BlendAmount;
float4 Frag(Varyings input) : SV_Target
{
float2 uv = input.texcoord;
// 현재 카메라 (Blitter에서 전달됨)
float4 currentColor = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv);
// 이전 카메라 (캡처된 텍스처)
float4 prevColor = SAMPLE_TEXTURE2D(_PrevTex, sampler_PrevTex, uv);
// 두 카메라를 블렌딩 (BlendAmount: 0 = 이전, 1 = 현재)
float4 finalColor = lerp(prevColor, currentColor, _BlendAmount);
return finalColor;
}
ENDHLSL
}
}
FallBack Off
}