Remove unused
This commit is contained in:
parent
b020428ca6
commit
ff34d099af
@ -1,135 +0,0 @@
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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/*
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* https://cyangamedev.wordpress.com/2020/06/22/urp-post-processing/
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*
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* FIRST TRY NOT USING
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* 29 octobre
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*/
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namespace Shaders
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{
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public class Blit : ScriptableRendererFeature
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{
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private class BlitPass : ScriptableRenderPass
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{
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public enum RenderTarget
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{
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Color,
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RenderTexture,
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}
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public Material blitMaterial = null;
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public int blitShaderPassIndex = 0;
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public FilterMode filterMode { get; set; }
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private RenderTargetIdentifier source { get; set; }
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private RenderTargetHandle destination { get; set; }
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RenderTargetHandle m_TemporaryColorTexture;
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string m_ProfilerTag;
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public BlitPass(RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag)
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{
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this.renderPassEvent = renderPassEvent;
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this.blitMaterial = blitMaterial;
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this.blitShaderPassIndex = blitShaderPassIndex;
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m_ProfilerTag = tag;
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m_TemporaryColorTexture.Init("_TemporaryColorTexture");
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}
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public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
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{
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this.source = source;
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this.destination = destination;
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
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RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
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opaqueDesc.depthBufferBits = 0;
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// Can't read and write to same color target, use a TemporaryRT
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if (destination == RenderTargetHandle.CameraTarget)
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{
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cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode);
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Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, blitShaderPassIndex);
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Blit(cmd, m_TemporaryColorTexture.Identifier(), source);
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}
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else
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{
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Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public override void FrameCleanup(CommandBuffer cmd)
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{
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if (destination == RenderTargetHandle.CameraTarget)
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cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id);
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}
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}
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[System.Serializable]
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public class BlitSettings
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{
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public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;
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public Material blitMaterial = null;
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public int blitMaterialPassIndex = -1;
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public Target destination = Target.Color;
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public string textureId = "_BlitPassTexture";
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public bool alwaysRender = false;
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}
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public enum Target
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{
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Color,
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Texture
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}
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public BlitSettings settings = new BlitSettings();
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RenderTargetHandle m_RenderTextureHandle;
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BlitPass blitPass;
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public override void Create()
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{
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var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1;
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settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
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blitPass = new BlitPass(settings.Event, settings.blitMaterial, settings.blitMaterialPassIndex, name);
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m_RenderTextureHandle.Init(settings.textureId);
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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var src = renderer.cameraColorTarget;
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var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_RenderTextureHandle;
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if (settings.blitMaterial == null)
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{
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Debug.LogWarningFormat(
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"Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.",
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GetType().Name);
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return;
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}
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#if UNITY_WEBGL
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blitPass.Setup(src, dest);
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renderer.EnqueuePass(blitPass);
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#endif
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#if UNITY_EDITOR
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if (Application.isPlaying || settings.alwaysRender)
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{
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blitPass.Setup(src, dest);
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renderer.EnqueuePass(blitPass);
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}
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#endif
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}
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}
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}
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@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: d2d5de177d814a8d8c64638ad49b1b1d
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timeCreated: 1666983505
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@ -21,7 +21,7 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: CRTMaterialShader
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m_Shader: {fileID: 4800000, guid: 7d830e9754227db4b89bacfdc753e135, type: 3}
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m_Shader: {fileID: 4800000, guid: d4c49b1ac4f8dd44d98d7885681c6d4d, type: 3}
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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@ -105,7 +105,7 @@ Material:
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- _GlossMapScale: 0
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- _Glossiness: 0
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- _GlossyReflections: 0
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- _Intensity: 1
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- _Intensity: 0.96
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- _Metallic: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.005
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@ -118,24 +118,24 @@ Material:
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- _Surface: 0
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- _WorkflowMode: 1
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- _ZWrite: 1
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- u_bend: 4.84
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- u_bend: 4.03
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- u_blue_offset_y: 0.0021
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- u_green_offset_y: 0
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- u_noise_amount: 0.015
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- u_noise_amount: 0.0154
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- u_noise_size: 417
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- u_red_offset_y: -0.0021
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- u_scanlin_transparence1: 0.024
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- u_scanlin_transparence2: 0.024
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- u_scanline_amount: 0.047
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- u_red_offset_y: -0.0024
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- u_scanlin_transparence1: 0.005
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- u_scanlin_transparence2: 0.005
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- u_scanline_amount: 0.143
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- u_scanline_size_1: 277
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- u_scanline_size_2: 521
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- u_scanline_speed_1: 94.13
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- u_scanline_speed_2: 30
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- u_space_bend: 2
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- u_time: 15.95
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- u_vignette_edge_round: 6
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- u_vignette_size: 1.81
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- u_vignette_smoothness: 0.51
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- u_scanline_speed_1: 1569.4
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- u_scanline_speed_2: 76.6
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- u_space_bend: 1.993
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- u_time: 5.1
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- u_vignette_edge_round: 11.6
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- u_vignette_size: 1.95
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- u_vignette_smoothness: 0.82
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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@ -1,150 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &-937696407428621231
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MonoBehaviour:
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m_ObjectHideFlags: 11
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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version: 5
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: CRTMaterialShaderFixed
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m_Shader: {fileID: 4800000, guid: d4c49b1ac4f8dd44d98d7885681c6d4d, type: 3}
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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m_Texture: {fileID: 0}
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m_Scale: {x: 0, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Floats:
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- _Cutoff: 0.5
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- _Parallax: 0.005
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- u_blue_offset_y: 0.0021
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- u_green_offset_y: 0
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- u_noise_amount: 0.0154
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- u_scanlin_transparence1: 0.005
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- u_scanlin_transparence2: 0.005
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- u_scanline_amount: 0.143
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- u_scanline_size_1: 277
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- u_scanline_speed_1: 1569.4
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- u_scanline_speed_2: 76.6
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- u_space_bend: 1.993
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- u_time: 5.1
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- u_vignette_edge_round: 11.6
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- u_vignette_size: 1.95
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- u_vignette_smoothness: 0.82
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m_Colors:
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- u_blue_offset: {r: 0, g: 0.002, b: 0, a: 0}
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- u_blue_offset_y: {r: 0.25, g: 0.5, b: 0.5, a: 0}
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- u_green_offset: {r: 0, g: 0, b: 0, a: 0}
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- u_green_offset_y: {r: 0.25, g: 0.5, b: 0.5, a: 0}
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- u_red_offset: {r: 0, g: -0.002, b: 0, a: 0}
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@ -1,8 +0,0 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,4 +1,4 @@
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Shader "CRTShader"
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Shader "CRTShaderFixed"
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{
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Properties
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{
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@ -28,35 +28,49 @@ Shader "CRTShader"
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Tags
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{
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"RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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CGPROGRAM
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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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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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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struct appdata
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float _Intensity;
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struct Attributes
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{
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float4 vertex : POSITION;
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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Varyings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.vertex = vertexInput.positionCS;
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output.uv = input.uv;
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return output;
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}
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uniform float u_time;
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uniform float u_bend;
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@ -128,26 +142,29 @@ Shader "CRTShader"
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return (lerp(a, b, u.x) + (c - a) * u.y * (1. - u.x) + (d - b) * u.x * u.y);
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}
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fixed4 frag(v2f i) : SV_Target
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float4 frag(Varyings i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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u_time = _Time;
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half2 crt_uv = crt_coords(i.uv, u_bend);
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fixed4 col;
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col.r = tex2D(_MainTex, crt_uv + u_color_offset(u_red_offset_y)).r;
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col.g = tex2D(_MainTex, crt_uv + u_color_offset(u_green_offset_y)).g;
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col.b = tex2D(_MainTex, crt_uv + u_color_offset(u_blue_offset_y)).b;
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col.a = tex2D(_MainTex, crt_uv).a;
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float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_red_offset_y)).r;
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color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_green_offset_y)).g;
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color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_blue_offset_y)).b;
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color.a = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, crt_uv).a;
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float s1 = scanline(i.uv, u_scanline_size_1, u_scanline_speed_1, u_scanlin_transparence1);
|
||||
float s2 = scanline(i.uv, u_scanline_size_2, u_scanline_speed_2, u_scanlin_transparence2);
|
||||
|
||||
color = lerp(color, (s1 + s2), u_scanline_amount);
|
||||
color = lerp(color, noise(i.uv * u_noise_size), u_noise_amount);
|
||||
color *= vignette(i.uv, u_vignette_size, u_vignette_smoothness, u_vignette_edge_round);
|
||||
|
||||
col = lerp(col, fixed(s1 + s2), u_scanline_amount);
|
||||
|
||||
return lerp(col, fixed(noise(i.uv * u_noise_size)), u_noise_amount) * vignette(
|
||||
i.uv, u_vignette_size, u_vignette_smoothness, u_vignette_edge_round);
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@ -1,170 +0,0 @@
|
||||
Shader "CRTShaderFixed"
|
||||
{
|
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Properties
|
||||
{
|
||||
_MainTex("Texture", 2D) = "Transparent" {}
|
||||
u_time("Time",float) = 0.5
|
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u_bend("Bend",range(0.5, 10.0)) = 0.5
|
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u_space_bend("Space Bend",range(1.5, 2.5)) = 2.5
|
||||
u_scanlin_transparence1("Scanline 1 Transparence",range(0, 0.5)) = 0.5
|
||||
u_scanline_size_1("Scanline Size 1",range(0, 750)) = 0.5
|
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u_scanline_speed_1("Scanline Speed 1",float) = 0.5
|
||||
u_scanlin_transparence2("Scanline 2 Transparence",range(0, 0.5)) = 0.5
|
||||
u_scanline_size_2("Scanline Size 2",range(0, 750)) = 0.5
|
||||
u_scanline_speed_2("Scanline Speed 2",float) = 0.5
|
||||
u_scanline_amount("Scanline Amount",range(0, 1)) = 0.5
|
||||
u_vignette_size("Vignette Size",range(0, 10)) = 0.5
|
||||
u_vignette_smoothness("Vignette Smoothness",range(0, 2)) = 0.5
|
||||
u_vignette_edge_round("Vignette Edge Round",range(0, 100)) = 0.5
|
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u_noise_size("Noise Size",range(0, 500 )) = 0.5
|
||||
u_noise_amount("Noise Amount",range(0, 0.15)) = 0.5
|
||||
u_red_offset_y("Red Offset",range(-0.01,0.01)) = 0
|
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u_green_offset_y("Green Offset",range(-0.01,0.01)) = 0
|
||||
u_blue_offset_y("Blue Offset",range(-0.01,0.01)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
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// No culling or depth
|
||||
Cull Off ZWrite Off ZTest Always
|
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|
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Tags
|
||||
{
|
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"RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"
|
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}
|
||||
|
||||
Pass
|
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{
|
||||
HLSLPROGRAM
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
|
||||
|
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#pragma vertex vert
|
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#pragma fragment frag
|
||||
|
||||
TEXTURE2D(_MainTex);
|
||||
SAMPLER(sampler_MainTex);
|
||||
|
||||
float _Intensity;
|
||||
|
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struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
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|
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struct Varyings
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
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|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
|
||||
output.vertex = vertexInput.positionCS;
|
||||
output.uv = input.uv;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
uniform float u_time;
|
||||
uniform float u_bend;
|
||||
uniform float u_space_bend;
|
||||
uniform float u_scanlin_transparence1;
|
||||
uniform float u_scanline_size_1;
|
||||
uniform float u_scanline_speed_1;
|
||||
uniform float u_scanlin_transparence2;
|
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uniform float u_scanline_size_2;
|
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uniform float u_scanline_speed_2;
|
||||
uniform float u_scanline_amount;
|
||||
uniform float u_vignette_size;
|
||||
uniform float u_vignette_smoothness;
|
||||
uniform float u_vignette_edge_round;
|
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uniform float u_noise_size;
|
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uniform float u_noise_amount;
|
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uniform float u_red_offset_y;
|
||||
uniform float u_green_offset_y;
|
||||
uniform float u_blue_offset_y;
|
||||
|
||||
half2 u_color_offset(float offset)
|
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{
|
||||
return half2(0, offset);
|
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}
|
||||
|
||||
half2 crt_coords(half2 uv, float bend)
|
||||
{
|
||||
uv -= 0.5;
|
||||
uv *= 2.;
|
||||
|
||||
uv.x *= 1. + pow(abs(uv.y) / bend, 2.);
|
||||
uv.y *= 1. + pow(abs(uv.x) / bend, 2.);
|
||||
|
||||
uv /= u_space_bend;
|
||||
return (uv + .5);
|
||||
}
|
||||
|
||||
float vignette(half2 uv, float size, float smoothness, float edgeRounding)
|
||||
{
|
||||
uv -= .5;
|
||||
uv *= size;
|
||||
float amount = sqrt(pow(abs(uv.x), edgeRounding) + pow(abs(uv.y), edgeRounding));
|
||||
amount = 1. - amount;
|
||||
return smoothstep(0, smoothness, amount);
|
||||
}
|
||||
|
||||
float scanline(half2 uv, float lines, float speed, float transparence)
|
||||
{
|
||||
return sin(uv.y * lines + u_time * speed) * transparence;
|
||||
}
|
||||
|
||||
float random(half2 uv)
|
||||
{
|
||||
return frac(sin(dot(uv, half2(15.1511, 42.5225))) * 12341.51611 * sin(u_time * 0.03));
|
||||
}
|
||||
|
||||
float noise(half2 uv)
|
||||
{
|
||||
half2 i = floor(uv);
|
||||
half2 f = frac(uv);
|
||||
|
||||
float a = random(i);
|
||||
float b = random(i + half2(1., 0.));
|
||||
float c = random(i + half2(0, 1.));
|
||||
float d = random(i + half2(1., 1.));
|
||||
|
||||
half2 u = smoothstep(0., 1., f);
|
||||
|
||||
return (lerp(a, b, u.x) + (c - a) * u.y * (1. - u.x) + (d - b) * u.x * u.y);
|
||||
}
|
||||
|
||||
float4 frag(Varyings i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
u_time = _Time;
|
||||
half2 crt_uv = crt_coords(i.uv, u_bend);
|
||||
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
|
||||
|
||||
color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_red_offset_y)).r;
|
||||
color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_green_offset_y)).g;
|
||||
color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_blue_offset_y)).b;
|
||||
color.a = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, crt_uv).a;
|
||||
|
||||
float s1 = scanline(i.uv, u_scanline_size_1, u_scanline_speed_1, u_scanlin_transparence1);
|
||||
float s2 = scanline(i.uv, u_scanline_size_2, u_scanline_speed_2, u_scanlin_transparence2);
|
||||
|
||||
color = lerp(color, (s1 + s2), u_scanline_amount);
|
||||
color = lerp(color, noise(i.uv * u_noise_size), u_noise_amount);
|
||||
color *= vignette(i.uv, u_vignette_size, u_vignette_smoothness, u_vignette_edge_round);
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
}
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}
|
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FallBack "Diffuse"
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}
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Loading…
x
Reference in New Issue
Block a user