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