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- Shader "AVProVideo/Internal/Blit"
- {
- Properties
- {
- _SrcTex("Texture", 2D) = "white" { }
- }
- SubShader
- {
- Tags
- {
- "IgnoreProjector" = "True"
- "PreviewType" = "Plane"
- }
- Lighting Off
- Cull Off
- ZWrite Off
- ZTest Always
- Pass
- {
- Name "BLIT"
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "../AVProVideo.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- uniform sampler2D _SrcTex;
- uniform float4 _SrcTex_ST;
- v2f vert(appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _SrcTex);
- return o;
- }
- half4 frag(v2f i) : SV_Target
- {
- if (i.uv.x < 0.0f || i.uv.y < 0.0f || i.uv.x > 1.0f || i.uv.y > 1.0f)
- return half4(0.0f, 0.0f, 0.0f, 0.0f);
- return SampleRGBA(_SrcTex, i.uv);
- }
- ENDCG
- }
- }
- Fallback off
- }
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