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evermillion/Assets/Table and chair/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader
2024-06-05 11:10:54 +08:00

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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