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94 lines
1.8 KiB
94 lines
1.8 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/Halftone"
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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 ("Scale (X) DotSize (Y) Smoothness (Z)", Vector) = (12, 1.35, 0.08)
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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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half2 _Center;
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half4x4 _MatRot;
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half4 halftone(half2 fc, half2x2 m)
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{
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half2 g = floor(mul(m, fc) / _Params.x) * _Params.x;
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half2 smp = mul(g + 0.5 * _Params.x, m);
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half s = min(length(fc - smp) / (_Params.y * 0.5 * _Params.x), 1.0);
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half4 c = RGBtoCMYK(tex2D(_MainTex, (smp + _Center) / _ScreenParams.xy));
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return c + s;
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}
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half3 compute(v2f_img i)
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{
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half2 coord = (i.uv * _ScreenParams.xy) - _Center;
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half4 cmyk = half4(
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halftone(coord, half2x2(_MatRot[0])).x, // C
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halftone(coord, half2x2(_MatRot[1])).y, // M
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halftone(coord, half2x2(_MatRot[2])).z, // Y
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halftone(coord, half2x2(_MatRot[3])).w // K
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);
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return CMYKtoRGB(smoothstep(0.8 - _Params.z, 0.8 + _Params.z, cmyk));
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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), 1.0);
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}
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half4 frag_desaturate(v2f_img i) : SV_Target
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{
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half3 rgb = compute(i);
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half lum = luminance(rgb);
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return half4(lum, lum, lum, 1.0);
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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)
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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 target 3.0
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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_desaturate
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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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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