Add shaders
This commit is contained in:
@@ -0,0 +1,46 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Enviro/Effects/ClearLightShafts" {
|
||||
Properties {
|
||||
_MainTex ("Base (RGB)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
uniform float4 _MainTex_TexelSize;
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert( appdata_img v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v); //Insert
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
return half4(0,0,0,0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback off
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user