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63 lines
1.1 KiB
63 lines
1.1 KiB
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Shader "Hidden/CreaseApply" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "white" {} |
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_HrDepthTex ("Base (RGB)", 2D) = "white" {} |
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_LrDepthTex ("Base (RGB)", 2D) = "white" {} |
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} |
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SubShader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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sampler2D _HrDepthTex; |
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sampler2D _LrDepthTex; |
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uniform float4 _MainTex_TexelSize; |
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half4 _MainTex_ST; |
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half4 _HrDepthTex_ST; |
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half4 _LrDepthTex_ST; |
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uniform float intensity; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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v2f vert( appdata_img v ) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv.xy = v.texcoord.xy; |
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return o; |
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} |
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half4 frag (v2f i) : SV_Target |
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{ |
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float4 hrDepth = tex2D(_HrDepthTex, UnityStereoScreenSpaceUVAdjust(i.uv, _HrDepthTex_ST)); |
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float4 lrDepth = tex2D(_LrDepthTex, UnityStereoScreenSpaceUVAdjust(i.uv, _LrDepthTex_ST)); |
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hrDepth.a = DecodeFloatRGBA(hrDepth); |
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lrDepth.a = DecodeFloatRGBA(lrDepth); |
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float4 color = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); |
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return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity); |
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} |
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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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