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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/CreaseApply" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _HrDepthTex ("Base (RGB)", 2D) = "white" {}
- _LrDepthTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- sampler2D _HrDepthTex;
- sampler2D _LrDepthTex;
- uniform float4 _MainTex_TexelSize;
- uniform float intensity;
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- v2f vert( appdata_img v )
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- o.uv.xy = v.texcoord.xy;
- return o;
- }
- half4 frag (v2f i) : SV_Target
- {
- float4 hrDepth = tex2D(_HrDepthTex, i.uv);
- float4 lrDepth = tex2D(_LrDepthTex, i.uv);
-
- hrDepth.a = DecodeFloatRGBA(hrDepth);
- lrDepth.a = DecodeFloatRGBA(lrDepth);
-
- float4 color = tex2D(_MainTex, i.uv);
-
- return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity);
- }
- ENDCG
- }
- }
- Fallback off
- }
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