临时:
Pixel Shader的input,DX11里改为了SV_Position,output里,COLOR被SV_Target替代
Sample Texture:
DX9:
float4 col = tex2D(Samp, In.TexCd.xy);
DX11:
float4 col = texture2d.Sample( g_samLinear, In.TexCd.xy);
DX9:
float4 col = tex2Dlod(Samp, float4(In.TexCd.xy,0,level));
DX11:
float4 col = texture2d.SampleLevel( g_samLinear, In.TexCd.xy,level);
DX9:
float4 col = tex2Dproj(Samp,screenProj.xyzw);
DX11:
float4 col = Samp.Sample(g_samLinear, .creenProj.xy / screenProj.w );
// Display as a toggle.
[Toggle] _Invert ("Invert color?", Float) = 0
// Blend mode values
[Enum(UnityEngine.Rendering.BlendMode)] _Blend ("Blend mode", Float) = 1
//setup corresponding shader keywords.
[KeywordEnum(Off, On)] _UseSpecular ("Use Specular", Float) = 0