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68 行
1.1 KiB

Shader "Hidden/VFXToolbox/ImageSequencer/Unblend"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BackgroundColor ("_BackgroundColor", Color) = (0.5,0.5,0.5,1.0)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _BackgroundColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float3 getSourceColor(float alpha, float3 destColor, float3 backgroundColor)
{
if(alpha < 0.03f)
return destColor;
if(alpha < 1.0f)
{
return ((destColor - backgroundColor)/alpha) + backgroundColor;
}
else
{
return destColor;
}
}
fixed4 frag (v2f i) : SV_Target
{
float4 tex = tex2D(_MainTex, i.uv);
return float4(getSourceColor(tex.a,tex.rgb,_BackgroundColor),tex.a);
}
ENDCG
}
}
}