public class DungePostEffect : MonoBehaviour {
public Material mat;
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
Graphics.Blit(src, dest, mat);
}
}
shader code of mat
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Multiple ("sub", Range(0,1)) = 1
}
SubShader {
Pass
{
alphaTest gequal .001
Blend SrcAlpha OneMinusSrcAlpha
LOD 200
CGPROGRAM
#include "UnityCG.cginc"
sampler2D _MainTex;
float _Multiple;
struct verData
{
float4 vertex:POSITION;
float2 texcoord:TEXCOORD0;
};
struct v2f
{
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
};
v2f vert(verData v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
half4 frag(v2f i):COLOR
{
half4 col = tex2D(_MainTex,i.uv);
return half4(col.r*_Multiple,col.g*_Multiple,col.b*_Multiple,col.a);
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
anyone tells me where the problem is?
