// Copyright (c) 2019-present Evereal. All rights reserved. // Credit: https://github.com/keijiro/FFmpegOut Shader "VideoCapture/Blitter" { Properties { _MainTex("", 2D) = "gray" {} } HLSLINCLUDE sampler2D _MainTex; void Vertex( uint vid : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD ) { float x = (vid == 1) ? 1 : 0; float y = (vid == 2) ? 1 : 0; position = float4(x * 4 - 1, y * 4 - 1, 1, 1); texcoord = float2(x * 2, 1 - y * 2); } half4 Fragment( float4 position : SV_Position, float2 texcoord : TEXCOORD ) : SV_Target { return tex2D(_MainTex, texcoord); } ENDHLSL SubShader { Tags{ "Queue" = "Transparent+100" } Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex Vertex #pragma fragment Fragment ENDHLSL } } }