// Alloy Physical Shader Framework // Copyright 2013-2017 RUST LLC. // http://www.alloy.rustltd.com/ Shader "Hidden/AlloyPassthroughBlit" { Properties { _MainTex ("Render Input", 2D) = "white" {} } SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode Off } Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float _EditorIsLinear; float4 frag(v2f_img IN) : SV_Target { half4 col = tex2D (_MainTex, IN.uv); if (_EditorIsLinear > 0.5f) { //Source: http://chilliant.blogspot.nl/2012/08/srgb-approximations-for-hlsl.html col = max(1.055f * pow(col, 0.416666667f) - 0.055f, 0); } return col; } ENDCG } } }