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114 行
2.4 KiB
114 行
2.4 KiB
Shader "Hidden/Blend" {
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Properties {
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_MainTex ("Screen Blended", 2D) = "" {}
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_ColorBuffer ("Color", 2D) = "" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv[2] : TEXCOORD0;
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};
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struct v2f_mt {
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float4 pos : SV_POSITION;
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float2 uv[4] : TEXCOORD0;
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};
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sampler2D _ColorBuffer;
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sampler2D _MainTex;
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half _Intensity;
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half4 _ColorBuffer_TexelSize;
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half4 _MainTex_TexelSize;
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v2f vert( appdata_img v ) {
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v2f o;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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o.uv[0] = v.texcoord.xy;
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o.uv[1] = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_ColorBuffer_TexelSize.y < 0)
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o.uv[1].y = 1-o.uv[1].y;
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#endif
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return o;
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}
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v2f_mt vertMultiTap( appdata_img v ) {
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v2f_mt o;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5;
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o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5;
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o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
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o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
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return o;
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}
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half4 fragScreen (v2f i) : SV_Target {
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half4 toBlend = saturate (tex2D(_MainTex, i.uv[0]) * _Intensity);
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return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, i.uv[1]));
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}
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half4 fragAdd (v2f i) : SV_Target {
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return tex2D(_MainTex, i.uv[0].xy) * _Intensity + tex2D(_ColorBuffer, i.uv[1]);
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}
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half4 fragVignetteBlend (v2f i) : SV_Target {
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return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]);
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}
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half4 fragMultiTap (v2f_mt i) : SV_Target {
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half4 outColor = tex2D(_MainTex, i.uv[0].xy);
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outColor += tex2D(_MainTex, i.uv[1].xy);
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outColor += tex2D(_MainTex, i.uv[2].xy);
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outColor += tex2D(_MainTex, i.uv[3].xy);
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return outColor * 0.25;
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}
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ENDCG
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Subshader {
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ZTest Always Cull Off ZWrite Off
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// 0: nicer & softer "screen" blend mode
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragScreen
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ENDCG
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}
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// 1: simple "add" blend mode
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragAdd
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ENDCG
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}
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// 2: used for "stable" downsampling
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Pass {
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CGPROGRAM
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#pragma vertex vertMultiTap
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#pragma fragment fragMultiTap
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ENDCG
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}
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// 3: vignette blending
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragVignetteBlend
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ENDCG
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}
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}
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Fallback off
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} // shader
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