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48 行
1.3 KiB
48 行
1.3 KiB
Shader "Hidden/Custom/LWtest/HalftoneOpaque"
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{
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Properties
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{
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_Pattern ("Pattern", 2D) = "grey" {}
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[IntRange]_Steps ("Steps", Range(1, 10)) = 4
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}
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HLSLINCLUDE
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#include "PostProcessing/Shaders/StdLib.hlsl"
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TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
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//Texture2D _Pattern;
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//Texture2D _MainTex;
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//SamplerState sampler_MainTex;
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//SamplerState sampler_Pattern;
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TEXTURE2D_SAMPLER2D(_Pattern, sampler_Pattern_linear_repeat);
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float _Blend;
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float _Scale;
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float _Steps;
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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float luminance = 1 + dot(color.rgb, float3(0.2126729, 0.7151522, 0.0721750)) * 0.25;
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float3 pattern = SAMPLE_TEXTURE2D(_Pattern, sampler_Pattern_linear_repeat, i.texcoord * (_ScreenParams.xy * _Scale * luminance)).rgb;
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color.rgb = round(((pattern.rrr)-_Blend) + (color * _Steps)) / _Steps;
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return color;
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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