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154 行
3.6 KiB

Shader "Hidden/MultipassHollywoodFlares" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_NonBlurredTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
struct v2f_opts {
half4 pos : SV_POSITION;
half2 uv[7] : TEXCOORD0;
};
half4 offsets;
half4 tintColor;
half stretchWidth;
half2 _Threshhold;
half4 _MainTex_TexelSize;
sampler2D _MainTex;
sampler2D _NonBlurredTex;
v2f vert (appdata_img v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
v2f_opts vertStretch (appdata_img v) {
v2f_opts o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
half b = stretchWidth;
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy + b * 2.0 * offsets.xy;
o.uv[2] = v.texcoord.xy - b * 2.0 * offsets.xy;
o.uv[3] = v.texcoord.xy + b * 4.0 * offsets.xy;
o.uv[4] = v.texcoord.xy - b * 4.0 * offsets.xy;
o.uv[5] = v.texcoord.xy + b * 6.0 * offsets.xy;
o.uv[6] = v.texcoord.xy - b * 6.0 * offsets.xy;
return o;
}
v2f_opts vertVerticalCoords (appdata_img v) {
v2f_opts o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * half2(0,1);
return o;
}
// deprecated
half4 fragPrepare (v2f i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv);
half4 colorNb = tex2D (_NonBlurredTex, i.uv);
return color * tintColor * 0.5 + colorNb * normalize (tintColor) * 0.5;
}
half4 fragPreAndCut (v2f_opts i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv[0]);
color += tex2D (_MainTex, i.uv[1]);
color += tex2D (_MainTex, i.uv[2]);
color += tex2D (_MainTex, i.uv[3]);
color += tex2D (_MainTex, i.uv[4]);
color += tex2D (_MainTex, i.uv[5]);
color += tex2D (_MainTex, i.uv[6]);
return max(color / 7.0 - _Threshhold.x, 0.0) * _Threshhold.y * tintColor;
}
half4 fragStretch (v2f_opts i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv[0]);
color = max (color, tex2D (_MainTex, i.uv[1]));
color = max (color, tex2D (_MainTex, i.uv[2]));
color = max (color, tex2D (_MainTex, i.uv[3]));
color = max (color, tex2D (_MainTex, i.uv[4]));
color = max (color, tex2D (_MainTex, i.uv[5]));
color = max (color, tex2D (_MainTex, i.uv[6]));
return color;
}
half4 fragPost (v2f_opts i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv[0]);
color += tex2D (_MainTex, i.uv[1]);
color += tex2D (_MainTex, i.uv[2]);
color += tex2D (_MainTex, i.uv[3]);
color += tex2D (_MainTex, i.uv[4]);
color += tex2D (_MainTex, i.uv[5]);
color += tex2D (_MainTex, i.uv[6]);
return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragPrepare
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vertStretch
#pragma fragment fragStretch
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vertVerticalCoords
#pragma fragment fragPreAndCut
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vertVerticalCoords
#pragma fragment fragPost
ENDCG
}
}
Fallback off
}