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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
}