feat(render): add composite shader and textures setup

main
uc-hoba 2 weeks ago
parent 7325d978f6
commit 118797b89c
  1. 5579
      Assets/Main.unity
  2. 54
      Assets/Resources/Composite.asset
  3. 8
      Assets/Resources/Composite.asset.meta
  4. 148
      Assets/Resources/Composite.mat
  5. 8
      Assets/Resources/Composite.mat.meta
  6. 44
      Assets/Resources/Composite.shader
  7. 9
      Assets/Resources/Composite.shader.meta
  8. 39
      Assets/Resources/Output 1.renderTexture
  9. 8
      Assets/Resources/Output 1.renderTexture.meta
  10. 39
      Assets/Resources/Output 2.renderTexture
  11. 8
      Assets/Resources/Output 2.renderTexture.meta
  12. 2
      Assets/Settings/PC_Renderer.asset

File diff suppressed because it is too large Load Diff

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Shader "UltraCombos/Composite"
{
Properties
{
_LeftTex ("Left", 2D) = "black" {}
_CenterTex ("Center", 2D) = "black" {}
_RightTex ("Right", 2D) = "black" {}
}
SubShader
{
Blend One Zero
Pass
{
Name "Composite"
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
sampler2D _LeftTex;
sampler2D _CenterTex;
sampler2D _RightTex;
float4 frag(v2f_customrendertexture IN) : SV_Target
{
float2 uv = IN.localTexcoord.xy;
float x = uv.x;
const float third = 1.0 / 3.0;
if (x < third)
return tex2D(_LeftTex, float2(x * 3.0, uv.y));
else if (x < 2.0 * third)
return tex2D(_CenterTex, float2((x - third) * 3.0, uv.y));
else
return tex2D(_RightTex, float2((x - 2.0 * third) * 3.0, uv.y));
}
ENDCG
}
}
}

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