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Shader "Tutorial/016_Postprocessing"{
//show values to edit in inspector
Properties{
[HideInInspector]_MainTex ("Texture", 2D) = "white" {}
}
SubShader{
// markers that specify that we don't need culling
// or reading/writing to the depth buffer
Cull Off
ZWrite Off
ZTest Always
Pass{
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
//texture and transforms of the texture
sampler2D _MainTex;
//the object data that's put into the vertex shader
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
//the vertex shader
v2f vert(appdata v){
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
//get source color from texture
fixed4 col = tex2D(_MainTex, i.uv);
//invert the color
col = 1 - col;
return col;
}
ENDCG
}
}
}