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CompositeAdd.shader
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CompositeAdd.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/QuickBlur"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_BlendTex("Blend", 2D) = "white" {}
_Intensity("Intensity", float) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
sampler2D _BlendTex;
float _Intensity;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
v.uv.y = 1 - v.uv.y;
#endif
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 blend = tex2D(_BlendTex, i.uv);
fixed4 col = tex2D(_MainTex, i.uv) + blend * _Intensity;
return col;
}
ENDCG
}
}
}