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69 行
1.2 KiB

Shader "Hidden/Vignetting" {
Properties {
_MainTex ("Base", 2D) = "white" {}
_VignetteTex ("Vignette", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _VignetteTex;
half _Intensity;
half _Blur;
float4 _MainTex_TexelSize;
v2f vert( appdata_img v ) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
o.uv2 = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv2.y = 1.0 - o.uv2.y;
#endif
return o;
}
half4 frag(v2f i) : SV_Target {
half2 coords = i.uv;
half2 uv = i.uv;
coords = (coords - 0.5) * 2.0;
half coordDot = dot (coords,coords);
half4 color = tex2D (_MainTex, uv);
float mask = 1.0 - coordDot * _Intensity * 0.1;
half4 colorBlur = tex2D (_VignetteTex, i.uv2);
color = lerp (color, colorBlur, saturate (_Blur * coordDot));
return color * mask;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}