99 lines
2.6 KiB
Plaintext
99 lines
2.6 KiB
Plaintext
Shader "pp/ScreenEffectShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color("color",Color) = (1,1,1,1)
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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sampler2D _GulussTex;
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float4 _MainTex_TexelSize;
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float4 _GulussTex_TexelSize;
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float3 _Color;
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float _BlurRadius;
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float _Radius;
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static float r = 1;
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fixed luminance(fixed3 col)
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{
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return col.x * 0.299 + col.y * 0.587 + col.z * 0.114;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed3 col = tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,-1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,-1)).rgb * -2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,-1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,1)).rgb * 1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,1)).rgb * 2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,1)).rgb * 1;
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fixed gray = abs(luminance(col));
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col = tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,-1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,-1)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,-1)).rgb * 1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,0)).rgb * -2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,0)).rgb * 2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,1)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,1)).rgb * 1;
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gray += abs(luminance(col));
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fixed3 enhance = fixed3(gray, gray, gray)*_Color;
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//fixed3 ori = tex2D(_MainTex, i.uv).rgb + enhance * 0.5;
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return fixed4(enhance,1);
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}
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ENDCG
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}
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}
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FallBack Off
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} |