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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/LensFlareCreate" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "" {}
- }
-
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv[4] : TEXCOORD0;
- };
-
- fixed4 colorA;
- fixed4 colorB;
- fixed4 colorC;
- fixed4 colorD;
-
- sampler2D _MainTex;
-
- v2f vert( appdata_img v ) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5;
- o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5;
- o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5;
- o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5;
- return o;
- }
-
- fixed4 frag(v2f i) : SV_Target {
- fixed4 color = float4 (0,0,0,0);
- color += tex2D(_MainTex, i.uv[0] ) * colorA;
- color += tex2D(_MainTex, i.uv[1] ) * colorB;
- color += tex2D(_MainTex, i.uv[2] ) * colorC;
- color += tex2D(_MainTex, i.uv[3] ) * colorD;
- return color;
- }
- ENDCG
-
- Subshader {
- Blend One One
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- }
-
- Fallback off
- } // shader
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