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