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88 行
1.7 KiB
88 行
1.7 KiB
Shader "Hidden/VFXToolbox/ImageSequencer/FixBorders"
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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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_FixFactors("FixFactors" , Vector) = (0.0,0.0,0.0,0.0)
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_FadeToColor("FadeToColor", Color) = (0.0,0.0,0.0,1.0)
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_FadeToAlpha("FadeToAlpha", Float) = 0.0
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_Exponent("_Exponent", Float) = 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 _FixFactors;
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float4 _FadeToColor;
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float _FadeToAlpha;
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float _Exponent;
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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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float4 frag (v2f i) : SV_Target
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{
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float mask = 1.0f;
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if (_FixFactors.r > 0.0f)
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{
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mask *= saturate(i.uv.x / _FixFactors.r);
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}
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if (_FixFactors.g > 0.0f)
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{
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mask *= saturate((1.0f-i.uv.x) / _FixFactors.g);
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}
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if (_FixFactors.b > 0.0f)
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{
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mask *= saturate((1.0f - i.uv.y) / _FixFactors.b);
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}
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if (_FixFactors.a > 0.0f)
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{
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mask *= saturate(i.uv.y / _FixFactors.a);
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}
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mask = pow(mask, _Exponent);
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mask = smoothstep(0, 1, mask);
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float4 incolor = tex2D(_MainTex, i.uv);
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float4 outColor = float4(0.0f,0.0f,0.0f,0.0f);
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outColor.rgb = lerp(_FadeToColor.rgb, incolor.rgb, lerp(1.0f,mask,_FadeToColor.a));
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outColor.a = lerp( incolor.a * mask, incolor.a, _FadeToAlpha);
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return outColor;
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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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