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87 lines
1.8 KiB
87 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/Sharpen"
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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 ("Strength (X) Clamp (Y) Pixel Size (ZW)", Vector) = (0.60, 0.05, 1, 1)
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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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half4 frag_typeA(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half2 p = _Params.zw;
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half2 p_h = p * 0.5;
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half4 blur = tex2D(_MainTex, i.uv + half2( p_h.x, -p.y));
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blur += tex2D(_MainTex, i.uv + half2( -p.x, -p_h.y));
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blur += tex2D(_MainTex, i.uv + half2( p.x, p_h.y));
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blur += tex2D(_MainTex, i.uv + half2(-p_h.x, p.y));
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blur *= 0.25;
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half4 lumaStrength = half4(0.222, 0.707, 0.071, 0.0) * _Params.x * 0.666;
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half4 sharp = color - blur;
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color += clamp(dot(sharp, lumaStrength), -_Params.y, _Params.y);
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return color;
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}
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half4 frag_typeB(v2f_img i) : SV_Target
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{
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half2 p = _Params.zw;
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half4 blur = tex2D( _MainTex, i.uv + half2(-p.x, -p.y) * 1.5);
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blur += tex2D(_MainTex, i.uv + half2( p.x, -p.y) * 1.5);
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blur += tex2D(_MainTex, i.uv + half2(-p.x, p.y) * 1.5);
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blur += tex2D(_MainTex, i.uv + half2( p.x, p.y) * 1.5);
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blur *= 0.25;
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half4 center = tex2D(_MainTex, i.uv);
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return center + (center - blur) * _Params.x;
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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) Type A
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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_typeA
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (1) Type B
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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_typeB
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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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