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