Shader "Hidden/Blend" { Properties { _MainTex ("Screen Blended", 2D) = "" {} _ColorBuffer ("Color", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv[2] : TEXCOORD0; }; struct v2f_mt { float4 pos : SV_POSITION; float2 uv[4] : TEXCOORD0; }; sampler2D _ColorBuffer; sampler2D _MainTex; half _Intensity; half4 _ColorBuffer_TexelSize; half4 _ColorBuffer_ST; half4 _MainTex_TexelSize; half4 _MainTex_ST; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = v.texcoord.xy; o.uv[1] = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_ColorBuffer_TexelSize.y < 0) o.uv[1].y = 1-o.uv[1].y; #endif return o; } v2f_mt vertMultiTap( appdata_img v ) { v2f_mt o; o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5; o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5; o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5; o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5; return o; } half4 fragScreen (v2f i) : SV_Target { half4 toBlend = saturate (tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[0], _MainTex_ST)) * _Intensity); return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv[1], _ColorBuffer_ST))); } half4 fragAdd (v2f i) : SV_Target { return tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[0].xy, _MainTex_ST)) * _Intensity + tex2D(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv[1], _ColorBuffer_ST)); } half4 fragVignetteBlend (v2f i) : SV_Target { return tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[0].xy, _MainTex_ST)) * tex2D(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv[0], _ColorBuffer_ST)); } half4 fragMultiTap (v2f_mt i) : SV_Target { half4 outColor = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[0].xy, _MainTex_ST)); outColor += tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[1].xy, _MainTex_ST)); outColor += tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[2].xy, _MainTex_ST)); outColor += tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[3].xy, _MainTex_ST)); return outColor * 0.25; } ENDCG Subshader { ZTest Always Cull Off ZWrite Off // 0: nicer & softer "screen" blend mode Pass { CGPROGRAM #pragma vertex vert #pragma fragment fragScreen ENDCG } // 1: simple "add" blend mode Pass { CGPROGRAM #pragma vertex vert #pragma fragment fragAdd ENDCG } // 2: used for "stable" downsampling Pass { CGPROGRAM #pragma vertex vertMultiTap #pragma fragment fragMultiTap ENDCG } // 3: vignette blending Pass { CGPROGRAM #pragma vertex vert #pragma fragment fragVignetteBlend ENDCG } } Fallback off } // shader