Files
2025-05-18 13:04:45 +08:00

17 lines
431 B
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AdjustUVCommon.ush"
float ClampMaskX;
float ClampMaskY;
Texture2D SourceTex;
float4 FSH_AdjustGeneric(in float2 uv : TEXCOORD0) : SV_Target0
{
float4 blob = SourceTex.Sample(SamplerStates_NoBorder, uv);
float3 emissive = AdjustGeneric(blob, uv, ClampMaskX, ClampMaskY, 1, 1);
float3 finalColor = emissive;
return float4(clamp(finalColor, 0, 1), blob.a);
}