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138 lines
3.6 KiB
138 lines
3.6 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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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/Comic Book" |
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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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} |
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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 _StripParams; |
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half3 _StripParams2; |
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half3 _StripInnerColor; |
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half3 _StripOuterColor; |
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half3 _FillColor; |
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half3 _BackgroundColor; |
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half _EdgeThreshold; |
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half3 _EdgeColor; |
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struct fInput |
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{ |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float4 uvs[4] : TEXCOORD1; |
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}; |
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fInput vert_edge(appdata_img v) |
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{ |
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fInput o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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float2 uv = v.texcoord.xy; |
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o.uv = uv; |
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o.uvs[0] = float4(uv.x - _EdgeThreshold, uv.y + _EdgeThreshold, uv.x - _EdgeThreshold, uv.y ); |
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o.uvs[1] = float4(uv.x - _EdgeThreshold, uv.y - _EdgeThreshold, uv.x , uv.y + _EdgeThreshold); |
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o.uvs[2] = float4(uv.x , uv.y - _EdgeThreshold, uv.x + _EdgeThreshold, uv.y + _EdgeThreshold); |
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o.uvs[3] = float4(uv.x + _EdgeThreshold, uv.y , uv.x + _EdgeThreshold, uv.y - _EdgeThreshold); |
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return o; |
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} |
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half3 strip_color(half2 uv) |
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{ |
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half2 p = (uv - 0.5) * _StripParams2.x; |
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half brightness = cos(dot(p, _StripParams.xy)); |
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half lum_strip = luminance(1.0 - brightness); |
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return lerp(_StripOuterColor, _StripInnerColor, step(lum_strip, _StripParams2.y)); |
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} |
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half4 frag_edge(fInput i) : SV_Target |
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{ |
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half3 color = _BackgroundColor; |
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half3 sample0 = tex2D(_MainTex, i.uvs[0].xy).rgb; |
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half3 sample1 = tex2D(_MainTex, i.uvs[0].zw).rgb; |
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half3 sample2 = tex2D(_MainTex, i.uvs[1].xy).rgb; |
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half3 sample3 = tex2D(_MainTex, i.uvs[1].zw).rgb; |
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half3 sample4 = tex2D(_MainTex, i.uv).rgb; |
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half3 sample5 = tex2D(_MainTex, i.uvs[2].xy).rgb; |
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half3 sample6 = tex2D(_MainTex, i.uvs[2].zw).rgb; |
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half3 sample7 = tex2D(_MainTex, i.uvs[3].xy).rgb; |
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half3 sample8 = tex2D(_MainTex, i.uvs[3].zw).rgb; |
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half3 hEdge = sample2 + sample5 + sample8 - (sample0 + sample3 + sample6); |
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half3 vEdge = sample0 + sample1 + sample2 - (sample6 + sample7 + sample8); |
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half3 edge = sqrt(hEdge * hEdge + vEdge * vEdge); |
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if (edge.r > 0.5 || edge.g > 0.5 || edge.b > 0.5) // Flattened by Unity's shader compiler on DX9 and GL |
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{ |
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color = _EdgeColor; |
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} |
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else |
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{ |
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half lum = luminance(tex2D(_MainTex, i.uv).rgb); |
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half s1 = step(lum, _StripParams.z); |
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half s2 = step(_StripParams.z, lum) * step(lum, _StripParams.w); |
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color = lerp(lerp(_BackgroundColor, strip_color(i.uv), s2), _FillColor, s1); |
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} |
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return half4(lerp(sample4, color, _StripParams2.z), 1.0); |
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} |
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half4 frag(v2f_img i) : SV_Target |
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{ |
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half3 color = _BackgroundColor; |
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half lum = luminance(tex2D(_MainTex, i.uv).rgb); |
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half s1 = step(lum, _StripParams.z); |
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half s2 = step(_StripParams.z, lum) * step(lum, _StripParams.w); |
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color = lerp(lerp(_BackgroundColor, strip_color(i.uv), s2), _FillColor, s1); |
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return half4(lerp(tex2D(_MainTex, i.uv).rgb, color, _StripParams2.z), 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) No edge detection |
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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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ENDCG |
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} |
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// (1) Edge detection |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert_edge |
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#pragma fragment frag_edge |
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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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