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