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88 行
1.7 KiB

Shader "Hidden/VFXToolbox/ImageSequencer/FixBorders"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_FixFactors("FixFactors" , Vector) = (0.0,0.0,0.0,0.0)
_FadeToColor("FadeToColor", Color) = (0.0,0.0,0.0,1.0)
_FadeToAlpha("FadeToAlpha", Float) = 0.0
_Exponent("_Exponent", Float) = 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 _FixFactors;
float4 _FadeToColor;
float _FadeToAlpha;
float _Exponent;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 frag (v2f i) : SV_Target
{
float mask = 1.0f;
if (_FixFactors.r > 0.0f)
{
mask *= saturate(i.uv.x / _FixFactors.r);
}
if (_FixFactors.g > 0.0f)
{
mask *= saturate((1.0f-i.uv.x) / _FixFactors.g);
}
if (_FixFactors.b > 0.0f)
{
mask *= saturate((1.0f - i.uv.y) / _FixFactors.b);
}
if (_FixFactors.a > 0.0f)
{
mask *= saturate(i.uv.y / _FixFactors.a);
}
mask = pow(mask, _Exponent);
mask = smoothstep(0, 1, mask);
float4 incolor = tex2D(_MainTex, i.uv);
float4 outColor = float4(0.0f,0.0f,0.0f,0.0f);
outColor.rgb = lerp(_FadeToColor.rgb, incolor.rgb, lerp(1.0f,mask,_FadeToColor.a));
outColor.a = lerp( incolor.a * mask, incolor.a, _FadeToAlpha);
return outColor;
}
ENDCG
}
}
}