您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
61 行
965 B
61 行
965 B
|
|
|
|
Shader "Hidden/CreaseApply" {
|
|
Properties {
|
|
_MainTex ("Base (RGB)", 2D) = "white" {}
|
|
_HrDepthTex ("Base (RGB)", 2D) = "white" {}
|
|
_LrDepthTex ("Base (RGB)", 2D) = "white" {}
|
|
}
|
|
|
|
SubShader {
|
|
Pass {
|
|
ZTest Always Cull Off ZWrite Off
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include "UnityCG.cginc"
|
|
|
|
sampler2D _MainTex;
|
|
sampler2D _HrDepthTex;
|
|
sampler2D _LrDepthTex;
|
|
|
|
uniform float4 _MainTex_TexelSize;
|
|
|
|
uniform float intensity;
|
|
|
|
struct v2f {
|
|
float4 pos : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
v2f vert( appdata_img v )
|
|
{
|
|
v2f o;
|
|
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
|
|
o.uv.xy = v.texcoord.xy;
|
|
return o;
|
|
}
|
|
|
|
half4 frag (v2f i) : SV_Target
|
|
{
|
|
float4 hrDepth = tex2D(_HrDepthTex, i.uv);
|
|
float4 lrDepth = tex2D(_LrDepthTex, i.uv);
|
|
|
|
hrDepth.a = DecodeFloatRGBA(hrDepth);
|
|
lrDepth.a = DecodeFloatRGBA(lrDepth);
|
|
|
|
float4 color = tex2D(_MainTex, i.uv);
|
|
|
|
return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity);
|
|
}
|
|
|
|
ENDCG
|
|
|
|
|
|
}
|
|
}
|
|
|
|
Fallback off
|
|
|
|
}
|