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86 lines
1.8 KiB
86 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/Analog TV"
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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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_Params1 ("Noise Intensity (X) Scanlines Intensity (Y) Scanlines Count (Z) Scanlines Offset (W)", Vector) = (0.5, 2.0, 768, 0.0)
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_Params2 ("Phase (X) Distortion (Y) Cubic Distortion (Z) Scale (W)", Vector) = (0.05, 0.2, 0.6, 0.8)
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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 _Params1;
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half4 _Params2;
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half4 filter_pass(half2 uv)
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{
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half2 coord = barrelDistortion(uv, _Params2.y, _Params2.z, _Params2.w);
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half4 color = tex2D(_MainTex, coord);
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float n = simpleNoise(coord.xy * _Params2.x);
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float dx = mod(n, 0.01);
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half3 result = color.rgb + color.rgb * saturate(0.1 + dx * 100.0);
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half2 sc = half2(sin(coord.y * _Params1.z + _Params1.w), cos(coord.y * _Params1.z + _Params1.w));
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result += color.rgb * sc.xyx * _Params1.y;
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result = color.rgb + saturate(_Params1.x) * (result - color.rgb);
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return half4(result, color.a);
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}
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half4 frag(v2f_img i) : SV_Target
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{
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return filter_pass(i.uv);
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}
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half4 frag_grayscale(v2f_img i) : SV_Target
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{
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half4 result = filter_pass(i.uv);
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half lum = luminance(result.rgb);
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result = half4(lum, lum, lum, result.a);
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return result;
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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_grayscale
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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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