uniform float3 _Color < ui_label = "Color"; ui_type = "color"; ui_min = 0.0; > = 1.0; #include "shared/cShade.fxh" #include "shared/cBlend.fxh" /* [Pixel Shaders] */ float4 PS_Color(CShade_VS2PS_Quad Input) : SV_TARGET0 { return CBlend_OutputChannels(float4(_Color, _CShadeAlphaFactor)); } // Use BlendOp to multiple the backbuffer with this quad's color technique CShade_SolidColor { pass { SRGBWriteEnable = WRITE_SRGB; CBLEND_CREATE_STATES() VertexShader = CShade_VS_Quad; PixelShader = PS_Color; } }