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ClearFlagsImageEffect.shader
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ClearFlagsImageEffect.shader
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Shader "Hidden/ClearFlagsImageEffect"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_PrevFrame("Previous Frame", 2D) = "black" {}
_MaxTransparency("Max Transparency", Float) = 1.0
}
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
sampler2D _PrevFrame;
float _MaxTransparency;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 prev = tex2D(_PrevFrame, i.uv);
// if they've set max trans to 0, it means they want full transparency suport
// otherwise they have set the smallest transparency they expect
if ((_MaxTransparency == 0 && col.a == 0) || col.a < _MaxTransparency) {
col = prev;
}
//col = lerp(prev, col, col.a);
//col.a = 1;
return col;
}
ENDCG
}
}
}