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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/Blend" {
- Properties {
- _MainTex ("Screen Blended", 2D) = "" {}
- _ColorBuffer ("Color", 2D) = "" {}
- }
-
- CGINCLUDE
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv[2] : TEXCOORD0;
- };
- struct v2f_mt {
- float4 pos : SV_POSITION;
- float2 uv[4] : TEXCOORD0;
- };
-
- sampler2D _ColorBuffer;
- sampler2D _MainTex;
-
- half _Intensity;
- half4 _ColorBuffer_TexelSize;
- half4 _MainTex_TexelSize;
-
- v2f vert( appdata_img v ) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv[0] = v.texcoord.xy;
- o.uv[1] = v.texcoord.xy;
-
- #if UNITY_UV_STARTS_AT_TOP
- if (_ColorBuffer_TexelSize.y < 0)
- o.uv[1].y = 1-o.uv[1].y;
- #endif
-
- return o;
- }
- v2f_mt vertMultiTap( appdata_img v ) {
- v2f_mt o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5;
- o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5;
- o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
- o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
- return o;
- }
-
- half4 fragScreen (v2f i) : SV_Target {
- half4 toBlend = saturate (tex2D(_MainTex, i.uv[0]) * _Intensity);
- return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, i.uv[1]));
- }
- half4 fragAdd (v2f i) : SV_Target {
- return tex2D(_MainTex, i.uv[0].xy) * _Intensity + tex2D(_ColorBuffer, i.uv[1]);
- }
- half4 fragVignetteBlend (v2f i) : SV_Target {
- return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]);
- }
-
- half4 fragMultiTap (v2f_mt i) : SV_Target {
- half4 outColor = tex2D(_MainTex, i.uv[0].xy);
- outColor += tex2D(_MainTex, i.uv[1].xy);
- outColor += tex2D(_MainTex, i.uv[2].xy);
- outColor += tex2D(_MainTex, i.uv[3].xy);
- return outColor * 0.25;
- }
- ENDCG
-
- Subshader {
- ZTest Always Cull Off ZWrite Off
- // 0: nicer & softer "screen" blend mode
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment fragScreen
- ENDCG
- }
- // 1: simple "add" blend mode
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment fragAdd
- ENDCG
- }
- // 2: used for "stable" downsampling
- Pass {
- CGPROGRAM
- #pragma vertex vertMultiTap
- #pragma fragment fragMultiTap
- ENDCG
- }
- // 3: vignette blending
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment fragVignetteBlend
- ENDCG
- }
- }
- Fallback off
-
- } // shader
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