//----------------------------------------------------------------------------- // Copyright 2014-2017 RenderHeads Ltd. All rights reserved. //----------------------------------------------------------------------------- Shader "AVProVideo/Internal/BlendFrames" { Properties { _MainTex("Before Texture", 2D) = "white" {} _AfterTex("After Texture", 2D) = "white" {} _t("t", Float) = 0.5 } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog{ Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma exclude_renderers flash xbox360 ps3 gles #include "UnityCG.cginc" #include "../AVProVideo.cginc" uniform sampler2D _MainTex; uniform sampler2D _AfterTex; uniform float _t; struct v2f { float4 pos : POSITION; float4 uv : TEXCOORD0; }; v2f vert(appdata_img v) { v2f o; o.uv = float4(0.0, 0.0, 0.0, 0.0); o.pos = XFormObjectToClip(v.vertex); o.uv.xy = v.texcoord.xy; return o; } float4 frag(v2f i) : COLOR { float4 before = tex2D(_MainTex, i.uv.xy); float4 after = tex2D(_AfterTex, i.uv.xy); float4 result = ((1.0 -_t) * before) + (_t * after); return result; } ENDCG } } FallBack Off }