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57 行
883 B
57 行
883 B
Shader "Hidden/VignetteShader" {
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Properties {
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_MainTex ("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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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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float vignetteIntensity;
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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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half4 frag(v2f i) : SV_Target {
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half2 coords = i.uv;
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half2 uv = i.uv;
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coords = (coords - 0.5) * 2.0;
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half coordDot = dot (coords,coords);
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half4 color = tex2D (_MainTex, uv);
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float mask = 1.0 - coordDot * vignetteIntensity;
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return color * mask;
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}
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ENDCG
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Subshader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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