// Colorful FX - Unity Asset // Copyright (c) 2015 - Thomas Hourdel // http://www.thomashourdel.com Shader "Hidden/Colorful/Halftone" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Params ("Scale (X) DotSize (Y) Smoothness (Z)", Vector) = (12, 1.35, 0.08) } CGINCLUDE #include "UnityCG.cginc" #include "./Colorful.cginc" sampler2D _MainTex; half4 _Params; half2 _Center; half4x4 _MatRot; half4 halftone(half2 fc, half2x2 m) { half2 g = floor(mul(m, fc) / _Params.x) * _Params.x; half2 smp = mul(g + 0.5 * _Params.x, m); half s = min(length(fc - smp) / (_Params.y * 0.5 * _Params.x), 1.0); half4 c = RGBtoCMYK(tex2D(_MainTex, (smp + _Center) / _ScreenParams.xy)); return c + s; } half3 compute(v2f_img i) { half2 coord = (i.uv * _ScreenParams.xy) - _Center; half4 cmyk = half4( halftone(coord, half2x2(_MatRot[0])).x, // C halftone(coord, half2x2(_MatRot[1])).y, // M halftone(coord, half2x2(_MatRot[2])).z, // Y halftone(coord, half2x2(_MatRot[3])).w // K ); return CMYKtoRGB(smoothstep(0.8 - _Params.z, 0.8 + _Params.z, cmyk)); } half4 frag(v2f_img i) : SV_Target { return half4(compute(i), 1.0); } half4 frag_desaturate(v2f_img i) : SV_Target { half3 rgb = compute(i); half lum = luminance(rgb); return half4(lum, lum, lum, 1.0); } ENDCG SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode off } // (0) Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 ENDCG } // (1) Desaturate Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag_desaturate #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 ENDCG } } FallBack off }