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- Shader "Hidden/PostProcessing/Texture2DLerp"
- {
- HLSLINCLUDE
- #include "../StdLib.hlsl"
- TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); // From
- TEXTURE2D_SAMPLER2D(_To, sampler_To);
- float _Interp;
- float4 _TargetColor;
- float4 Frag(VaryingsDefault i) : SV_Target
- {
- float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
- float4 to = SAMPLE_TEXTURE2D(_To, sampler_To, i.texcoord);
- return lerp(from, to, _Interp);
- }
- float4 FragColor(VaryingsDefault i) : SV_Target
- {
- float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
- float4 to = _TargetColor;
- return lerp(from, to, _Interp);
- }
- ENDHLSL
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
- Pass
- {
- HLSLPROGRAM
- #pragma vertex VertDefault
- #pragma fragment Frag
- ENDHLSL
- }
- Pass
- {
- HLSLPROGRAM
- #pragma vertex VertDefault
- #pragma fragment FragColor
- ENDHLSL
- }
- }
- }
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