unity/Assets/PostProcessingV2/Shaders/Builtins/Texture2DLerp.shader (26 lines of code) (raw):
Shader "Hidden/PostProcessing/Texture2DLerp"
{
HLSLINCLUDE
#include "../StdLib.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); // From
TEXTURE2D_SAMPLER2D(_To, sampler_To);
float _Interp;
float4 Frag(VaryingsDefault i) : SV_Target
{
float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
float4 to = SAMPLE_TEXTURE2D(_To, sampler_To, i.texcoord);
return lerp(from, to, _Interp);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}