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77 lines
1.6 KiB
77 lines
1.6 KiB
3 years ago
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// Colorful FX - Unity Asset
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// Copyright (c) 2015 - Thomas Hourdel
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// http://www.thomashourdel.com
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Shader "Hidden/Colorful/Chromatic Aberration"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Refraction ("Refraction Index (RGB)", Vector) = (1.0, 1.005, 1.01, 0.0)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half3 _Refraction;
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half3 compute(half2 uv)
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{
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half3 incidence = half3(2.0 * uv - 1.0, 1.0);
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half3 normal = half3(0.0, 0.0, -1.0);
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half3 refract_r = refract(incidence, normal, _Refraction.r);
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half3 refract_g = refract(incidence, normal, _Refraction.g);
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half3 refract_b = refract(incidence, normal, _Refraction.b);
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half2 uv_r = ((refract_r / refract_r.z).xy + 1.0) / 2.0;
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half2 uv_g = ((refract_g / refract_g.z).xy + 1.0) / 2.0;
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half2 uv_b = ((refract_b / refract_b.z).xy + 1.0) / 2.0;
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return half3(tex2D(_MainTex, uv_r).r, tex2D(_MainTex, uv_g).g, tex2D(_MainTex, uv_b).b);
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}
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half4 frag(v2f_img i) : SV_Target
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{
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return half4(compute(i.uv), 1.0);
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}
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half4 frag_alpha(v2f_img i) : SV_Target
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{
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return half4(compute(i.uv), tex2D(_MainTex, i.uv).a);
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}
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ENDCG
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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// (0) Preserve alpha = false
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (1) Preserve alpha = true
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_alpha
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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}
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FallBack off
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}
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