// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "GlowComposite"
{
Properties
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
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
float4 vertex : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 _MainTex_TexelSize;
v2f vert (appdata v)
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv0 = v.uv;
o.uv1 = v.uv;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv1.y = 1 - o.uv1.y;
#endif
return o;
sampler2D _MainTex;
sampler2D _GlowPrePassTex;
sampler2D _GlowBlurredTex;
sampler2D _TempTex0;
float _Intensity;
fixed4 frag (v2f i) : SV_Target
fixed4 col = tex2D(_MainTex, i.uv0);
fixed4 glow = max(0, tex2D(_GlowBlurredTex, i.uv1) - tex2D(_GlowPrePassTex, i.uv1));
return col + glow * _Intensity;
ENDCG