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69 行
1.2 KiB
69 行
1.2 KiB
Shader "Hidden/Vignetting" {
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Properties {
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_MainTex ("Base", 2D) = "white" {}
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_VignetteTex ("Vignette", 2D) = "white" {}
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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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float2 uv2 : TEXCOORD1;
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};
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sampler2D _MainTex;
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sampler2D _VignetteTex;
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half _Intensity;
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half _Blur;
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float4 _MainTex_TexelSize;
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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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o.uv2 = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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o.uv2.y = 1.0 - o.uv2.y;
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#endif
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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 * _Intensity * 0.1;
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half4 colorBlur = tex2D (_VignetteTex, i.uv2);
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color = lerp (color, colorBlur, saturate (_Blur * coordDot));
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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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}
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