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193 lines
4.1 KiB
193 lines
4.1 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/Dithering"
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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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_Pattern ("Dithering Pattern (A)", 2D) = "white" {}
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_Params ("Luminance (RGB) Amount (A)", Vector) = (0.30, 0.59, 0.11, 1.0)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "./Colorful.cginc"
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sampler2D _MainTex;
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sampler2D _Pattern;
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half4 _Params;
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half4 frag(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545);
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return lerp(color, step(dither, color), _Params.w);
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}
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half4 frag_linear(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa;
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return lerp(color, step(dither, color), _Params.w);
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}
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half4 frag_bw(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half lum = dot(color.rgb, _Params.xyz);
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half4 grey = half4(lum.xxx, color.a);
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half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545);
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return lerp(color, step(dither, grey), _Params.w);
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}
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half4 frag_linear_bw(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half lum = dot(color.rgb, _Params.xyz);
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half4 grey = half4(lum.xxx, color.a);
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half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa;
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return lerp(color, step(dither, grey), _Params.w);
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}
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half4 frag_orig(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545);
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return lerp(color, color + step(dither, color), _Params.w);
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}
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half4 frag_linear_orig(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa;
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return lerp(color, color + step(dither, color), _Params.w);
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}
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half4 frag_bw_orig(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half lum = dot(color.rgb, _Params.xyz);
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half4 grey = half4(lum.xxx, color.a);
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half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545);
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return lerp(color, grey + step(dither, grey), _Params.w);
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}
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half4 frag_linear_bw_orig(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half lum = dot(color.rgb, _Params.xyz);
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half4 grey = half4(lum.xxx, color.a);
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half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa;
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return lerp(color, grey + step(dither, grey), _Params.w);
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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) Gamma
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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) Linear
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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_linear
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (2) Gamma B&W
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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_bw
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (3) Linear B&W
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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_linear_bw
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (4) Gamma + original
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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_orig
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (5) Linear + original
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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_linear_orig
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (6) Gamma B&W + original
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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_bw_orig
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (7) Linear B&W + original
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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_linear_bw_orig
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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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