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@wonkee-kim
Last active June 16, 2023 02:57
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Shader "Custom/CameraOpaqueTexture_example" {
Properties{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
[HeaderHelpURL(Rendering)]
[Enum(UnityEngine.Rendering.CullMode)] _Culling ("Cull Mode", Int) = 2
[Enum(Off,0,On,1)] _ZWrite("ZWrite", Int) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4
[HeaderHelpURL(Blending)]
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5 // SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 6 //OneMinusSrcAlpha
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Transparent+100" }
Cull [_Culling]
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_BlendSrc] [_BlendDst]
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;
float4 screenPos : TEXCOORD1;
};
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _CameraOpaqueTexture;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 c = tex2D (_MainTex, i.uv) * _Color;
float4 grabTex = tex2Dproj(_CameraOpaqueTexture, i.screenPos);
fixed4 col;
col.rgb = c.rgb * grabTex.rgb;
col.a = c.a;
return col;
}
ENDCG
} // Pass
} // SubShader
}
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