// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Colorful FX - Unity Asset // Copyright (c) 2015 - Thomas Hourdel // http://www.thomashourdel.com Shader "Hidden/Colorful/Comic Book" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" #include "./Colorful.cginc" sampler2D _MainTex; half4 _StripParams; half3 _StripParams2; half3 _StripInnerColor; half3 _StripOuterColor; half3 _FillColor; half3 _BackgroundColor; half _EdgeThreshold; half3 _EdgeColor; struct fInput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 uvs[4] : TEXCOORD1; }; fInput vert_edge(appdata_img v) { fInput o; o.pos = UnityObjectToClipPos(v.vertex); float2 uv = v.texcoord.xy; o.uv = uv; o.uvs[0] = float4(uv.x - _EdgeThreshold, uv.y + _EdgeThreshold, uv.x - _EdgeThreshold, uv.y ); o.uvs[1] = float4(uv.x - _EdgeThreshold, uv.y - _EdgeThreshold, uv.x , uv.y + _EdgeThreshold); o.uvs[2] = float4(uv.x , uv.y - _EdgeThreshold, uv.x + _EdgeThreshold, uv.y + _EdgeThreshold); o.uvs[3] = float4(uv.x + _EdgeThreshold, uv.y , uv.x + _EdgeThreshold, uv.y - _EdgeThreshold); return o; } half3 strip_color(half2 uv) { half2 p = (uv - 0.5) * _StripParams2.x; half brightness = cos(dot(p, _StripParams.xy)); half lum_strip = luminance(1.0 - brightness); return lerp(_StripOuterColor, _StripInnerColor, step(lum_strip, _StripParams2.y)); } half4 frag_edge(fInput i) : SV_Target { half3 color = _BackgroundColor; half3 sample0 = tex2D(_MainTex, i.uvs[0].xy).rgb; half3 sample1 = tex2D(_MainTex, i.uvs[0].zw).rgb; half3 sample2 = tex2D(_MainTex, i.uvs[1].xy).rgb; half3 sample3 = tex2D(_MainTex, i.uvs[1].zw).rgb; half3 sample4 = tex2D(_MainTex, i.uv).rgb; half3 sample5 = tex2D(_MainTex, i.uvs[2].xy).rgb; half3 sample6 = tex2D(_MainTex, i.uvs[2].zw).rgb; half3 sample7 = tex2D(_MainTex, i.uvs[3].xy).rgb; half3 sample8 = tex2D(_MainTex, i.uvs[3].zw).rgb; half3 hEdge = sample2 + sample5 + sample8 - (sample0 + sample3 + sample6); half3 vEdge = sample0 + sample1 + sample2 - (sample6 + sample7 + sample8); half3 edge = sqrt(hEdge * hEdge + vEdge * vEdge); if (edge.r > 0.5 || edge.g > 0.5 || edge.b > 0.5) // Flattened by Unity's shader compiler on DX9 and GL { color = _EdgeColor; } else { half lum = luminance(tex2D(_MainTex, i.uv).rgb); half s1 = step(lum, _StripParams.z); half s2 = step(_StripParams.z, lum) * step(lum, _StripParams.w); color = lerp(lerp(_BackgroundColor, strip_color(i.uv), s2), _FillColor, s1); } return half4(lerp(sample4, color, _StripParams2.z), 1.0); } half4 frag(v2f_img i) : SV_Target { half3 color = _BackgroundColor; half lum = luminance(tex2D(_MainTex, i.uv).rgb); half s1 = step(lum, _StripParams.z); half s2 = step(_StripParams.z, lum) * step(lum, _StripParams.w); color = lerp(lerp(_BackgroundColor, strip_color(i.uv), s2), _FillColor, s1); return half4(lerp(tex2D(_MainTex, i.uv).rgb, color, _StripParams2.z), 1.0); } ENDCG SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode off } // (0) No edge detection Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } // (1) Edge detection Pass { CGPROGRAM #pragma vertex vert_edge #pragma fragment frag_edge #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 ENDCG } } FallBack off }