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57 lines
882 B
57 lines
882 B
Shader "Hidden/VignetteShader" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "" {} |
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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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}; |
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sampler2D _MainTex; |
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float4 _MainTex_TexelSize; |
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float vignetteIntensity; |
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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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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, uv); |
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float mask = 1.0 - coordDot * vignetteIntensity; |
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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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} // shader
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