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105 lines
2.0 KiB
105 lines
2.0 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/Fast Vignette"
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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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_Params ("Center (XY) Sharpness (Z) Darkness (W)", Vector) = (0.5, 0.5, 0.1, 0.3)
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_Color ("Vignette Color (RGB)", Color) = (0, 0, 0, 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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half4 _Params;
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half3 _Color;
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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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half d = distance(i.uv, _Params.xy);
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half multiplier = smoothstep(0.8, _Params.z * 0.799, d * (_Params.w + _Params.z));
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color.rgb *= multiplier;
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return color;
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}
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half4 frag_desat(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half d = distance(i.uv, _Params.xy);
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half multiplier = smoothstep(0.8, _Params.z * 0.799, d * (_Params.w + _Params.z));
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color.rgb *= multiplier;
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half lum = luminance(color.rgb);
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half4 grayscale = half4(lum, lum, lum, color.a);
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return lerp(grayscale, color, multiplier);
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}
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half4 frag_rgb(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half d = distance(i.uv, _Params.xy);
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half multiplier = smoothstep(0.8, _Params.z * 0.799, d * (_Params.w + _Params.z));
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half3 c = lerp(_Color, color.rgb, multiplier);
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return half4(c, color.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) Classic
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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) Desaturate
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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_desat
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (2) Colored
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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_rgb
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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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