// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/FXAA3" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma glsl #pragma target 3.0 #include "UnityCG.cginc" #define FXAA_PC #define FXAA_HLSL_3 #define FXAA_EARLY_EXIT 0 #include "Fxaa3_9.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_TexelSize; uniform float4 _rcpFrame; uniform float4 _rcpFrameOpt; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; float4 uvAux : TEXCOORD1; }; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); float2 uv = v.texcoord.xy; o.uv = uv; #if SHADER_API_D3D9 o.uv.y += _MainTex_TexelSize.y; #endif o.uvAux.xy = uv + float2( -_MainTex_TexelSize.x, +_MainTex_TexelSize.y ) * 0.5f; o.uvAux.zw = uv + float2( +_MainTex_TexelSize.x, -_MainTex_TexelSize.y ) * 0.5f; #if SHADER_API_D3D9 if ( _MainTex_TexelSize.y < 0 ) uv.y = 1 - uv.y; #endif return o; } half4 frag (v2f i) : COLOR { return FxaaPixelShader_Quality( i.uv, i.uvAux, _MainTex, _rcpFrame.xy, _rcpFrameOpt ); } ENDCG } } Fallback off }