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92 lines
1.7 KiB
92 lines
1.7 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/Frost"
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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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_Scale ("Scale", Float) = 1.2
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_Sharpness ("Sharpness", Range(0, 1.0)) = 0.4
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_Darkness ("Darkness", Range(0, 2.0)) = 0.35
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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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half _Scale;
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half _Sharpness;
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half _Darkness;
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half4 frag(v2f_img i) : SV_Target
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{
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half2 uv = i.uv;
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half4 color = tex2D(_MainTex, uv);
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float n = simpleNoise(uv);
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float dx = -0.005 + mod(n, 0.008);
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float dy = -0.006 + mod(n, 0.01);
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half4 frosted = tex2D(_MainTex, uv + half2(dx, dy) * _Scale);
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return frosted;
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}
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half4 frag_vignette(v2f_img i) : SV_Target
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{
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half2 uv = i.uv;
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half4 color = tex2D(_MainTex, uv);
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float n = simpleNoise(uv);
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float dx = -0.005 + mod(n, 0.008);
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float dy = -0.006 + mod(n, 0.01);
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half4 frosted = tex2D(_MainTex, uv + half2(dx, dy) * _Scale);
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half4 vignette = half4(1.0, 1.0, 1.0, 1.0);
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half d = distance(i.uv, half2(0.5, 0.5));
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vignette.rgb *= smoothstep(0.8, _Sharpness * 0.799, d * (_Darkness + _Sharpness));
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return lerp(frosted, color, vignette);
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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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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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#pragma glsl
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ENDCG
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}
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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_vignette
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma glsl
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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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