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192 lines
4.1 KiB
192 lines
4.1 KiB
// 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/Dithering" |
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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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_Pattern ("Dithering Pattern (A)", 2D) = "white" {} |
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_Params ("Luminance (RGB) Amount (A)", Vector) = (0.30, 0.59, 0.11, 1.0) |
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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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sampler2D _Pattern; |
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half4 _Params; |
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half4 frag(v2f_img i) : SV_Target |
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{ |
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half4 color = tex2D(_MainTex, i.uv); |
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half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545); |
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return lerp(color, step(dither, color), _Params.w); |
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} |
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half4 frag_linear(v2f_img i) : SV_Target |
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{ |
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half4 color = tex2D(_MainTex, i.uv); |
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half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa; |
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return lerp(color, step(dither, color), _Params.w); |
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} |
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half4 frag_bw(v2f_img i) : SV_Target |
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{ |
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half4 color = tex2D(_MainTex, i.uv); |
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half lum = dot(color.rgb, _Params.xyz); |
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half4 grey = half4(lum.xxx, color.a); |
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half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545); |
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return lerp(color, step(dither, grey), _Params.w); |
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} |
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half4 frag_linear_bw(v2f_img i) : SV_Target |
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{ |
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half4 color = tex2D(_MainTex, i.uv); |
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half lum = dot(color.rgb, _Params.xyz); |
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half4 grey = half4(lum.xxx, color.a); |
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half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa; |
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return lerp(color, step(dither, grey), _Params.w); |
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} |
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half4 frag_orig(v2f_img i) : SV_Target |
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{ |
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half4 color = tex2D(_MainTex, i.uv); |
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half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545); |
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return lerp(color, color + step(dither, color), _Params.w); |
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} |
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half4 frag_linear_orig(v2f_img i) : SV_Target |
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{ |
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half4 color = tex2D(_MainTex, i.uv); |
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half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa; |
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return lerp(color, color + step(dither, color), _Params.w); |
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} |
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half4 frag_bw_orig(v2f_img i) : SV_Target |
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{ |
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half4 color = tex2D(_MainTex, i.uv); |
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half lum = dot(color.rgb, _Params.xyz); |
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half4 grey = half4(lum.xxx, color.a); |
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half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545); |
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return lerp(color, grey + step(dither, grey), _Params.w); |
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} |
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half4 frag_linear_bw_orig(v2f_img i) : SV_Target |
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{ |
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half4 color = tex2D(_MainTex, i.uv); |
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half lum = dot(color.rgb, _Params.xyz); |
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half4 grey = half4(lum.xxx, color.a); |
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half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa; |
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return lerp(color, grey + step(dither, grey), _Params.w); |
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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) Gamma |
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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) Linear |
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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_linear |
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#pragma fragmentoption ARB_precision_hint_fastest |
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ENDCG |
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} |
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// (2) Gamma B&W |
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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_bw |
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#pragma fragmentoption ARB_precision_hint_fastest |
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ENDCG |
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} |
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// (3) Linear B&W |
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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_linear_bw |
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#pragma fragmentoption ARB_precision_hint_fastest |
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ENDCG |
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} |
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// (4) Gamma + original |
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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_orig |
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#pragma fragmentoption ARB_precision_hint_fastest |
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ENDCG |
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} |
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// (5) Linear + original |
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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_linear_orig |
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#pragma fragmentoption ARB_precision_hint_fastest |
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ENDCG |
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} |
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// (6) Gamma B&W + original |
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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_bw_orig |
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#pragma fragmentoption ARB_precision_hint_fastest |
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ENDCG |
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} |
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// (7) Linear B&W + original |
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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_linear_bw_orig |
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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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