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71 lines
1.3 KiB
71 lines
1.3 KiB
Shader "Hidden/Vignetting" { |
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Properties { |
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_MainTex ("Base", 2D) = "white" {} |
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_VignetteTex ("Vignette", 2D) = "white" {} |
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} |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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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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float2 uv2 : TEXCOORD1; |
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}; |
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sampler2D _MainTex; |
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sampler2D _VignetteTex; |
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half _Intensity; |
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half _Blur; |
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float4 _MainTex_TexelSize; |
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half4 _MainTex_ST; |
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half4 _VignetteTex_ST; |
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v2f vert( appdata_img v ) { |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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o.uv2 = v.texcoord.xy; |
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#if UNITY_UV_STARTS_AT_TOP |
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if (_MainTex_TexelSize.y < 0) |
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o.uv2.y = 1.0 - o.uv2.y; |
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#endif |
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return o; |
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} |
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half4 frag(v2f i) : SV_Target { |
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half2 coords = i.uv; |
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half2 uv = i.uv; |
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coords = (coords - 0.5) * 2.0; |
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half coordDot = dot (coords,coords); |
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half4 color = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST)); |
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float mask = 1.0 - coordDot * _Intensity; |
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half4 colorBlur = tex2D (_VignetteTex, UnityStereoScreenSpaceUVAdjust(i.uv2, _VignetteTex_ST)); |
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color = lerp (color, colorBlur, saturate (_Blur * coordDot)); |
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return color * mask; |
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} |
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ENDCG |
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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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ENDCG |
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} |
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} |
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Fallback off |
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}
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