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@kalineh
Created December 12, 2017 19:17
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Pass
{
CGPROGRAM
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 grabPos : TEXCOORD1;
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v) {
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.grabPos = ComputeGrabScreenPos(o.pos);
return o;
}
sampler2D _BackgroundTexture;
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#ifdef UNITY_STEREO_INSTANCING_ENABLED
#endif
half4 bgcolor = tex2D(_BackgroundTexture, i.grabPos / i.grabPos.w);
return 1 - bgcolor;
}
ENDCG
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