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40 lines
796 B
40 lines
796 B
Shader "FSR2/FSRTest"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "" {}
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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HLSLPROGRAM
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// include the unityCG.cginc
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#include "UnityCG.cginc"
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// The default vert setup used in all the shaders
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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#pragma vertex vert_img
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#pragma fragment frag
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sampler2D _MainTex;
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sampler2D _CameraDepthTexture;
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sampler2D_half _CameraMotionVectorsTexture;
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fixed4 frag(v2f i) : COLOR
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{
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return tex2D(_MainTex, i.texCoord).rgba;
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return fixed4(((tex2D(_CameraMotionVectorsTexture, i.texCoord) + 0.5f) / 2.0f).xyz, 1.0f);
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//return tex2D(_CameraDepthTexture, i.texCoord).rrra;
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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