This commit is contained in:
adrenalx 2016-06-25 20:40:45 -04:00
commit 0093a42bbe
6 changed files with 424 additions and 0 deletions

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 Shader "Custom/PostEffectShader"
{
Properties
{
_Blindness("Blindness", Float) = 0.6
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.position = mul(UNITY_MATRIX_MVP, v.vertex);
o.screenPos = o.position;
return o;
}
sampler2D _MainTex;
float _Blindness;
fixed4 frag (v2f i) : SV_Target
{
float2 screenPos = i.screenPos.xy / i.screenPos.w;
float depth = _Blindness*0.0025;
screenPos.x = (screenPos.x + 1) * 0.5;
screenPos.y = 1 - (screenPos.y + 1) * 0.5;
half4 sum = half4(0.0h, 0.0h, 0.0h, 0.0h);
sum += tex2D(_MainTex, float2(screenPos.x - 3.0 * depth, screenPos.y + 3.0 * depth)) * 0.09;
sum += tex2D(_MainTex, float2(screenPos.x + 3.0 * depth, screenPos.y - 3.0 * depth)) * 0.09;
sum += tex2D(_MainTex, float2(screenPos.x - 2.0 * depth, screenPos.y + 2.0 * depth)) * 0.12;
sum += tex2D(_MainTex, float2(screenPos.x + 2.0 * depth, screenPos.y - 2.0 * depth)) * 0.12;
sum += tex2D(_MainTex, float2(screenPos.x - 1.0 * depth, screenPos.y + 1.0 * depth)) * 0.15;
sum += tex2D(_MainTex, float2(screenPos.x + 1.0 * depth, screenPos.y - 1.0 * depth)) * 0.15;
sum += tex2D(_MainTex, screenPos - 5.0 * depth) * 0.025;
sum += tex2D(_MainTex, screenPos - 4.0 * depth) * 0.05;
sum += tex2D(_MainTex, screenPos - 3.0 * depth) * 0.09;
sum += tex2D(_MainTex, screenPos - 2.0 * depth) * 0.12;
sum += tex2D(_MainTex, screenPos - 1.0 * depth) * 0.15;
sum += tex2D(_MainTex, screenPos) * 0.16;
sum += tex2D(_MainTex, screenPos + 5.0 * depth) * 0.15;
sum += tex2D(_MainTex, screenPos + 4.0 * depth) * 0.12;
sum += tex2D(_MainTex, screenPos + 3.0 * depth) * 0.09;
sum += tex2D(_MainTex, screenPos + 2.0 * depth) * 0.05;
sum += tex2D(_MainTex, screenPos + 1.0 * depth) * 0.025;
return sum / 2;
//col.a = (c.r + c.b + c.g) / 3;
// just invert the colors
//col = 1 - col;
//return col;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: 8af73b3d4929e6c4bbf312b61e959c45
timeCreated: 1466858754
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "Custom/WaterBlur" {
Properties {
_blurSizeXY("BlurSizeXY", Range(0,10)) = 0
}
SubShader {
// Draw ourselves after all opaque geometry
Tags { "Queue" = "Transparent" }
// Grab the screen behind the object into _GrabTexture
GrabPass { }
// Render the object with the texture generated above
Pass {
CGPROGRAM
#pragma debug
#pragma vertex vert
#pragma fragment frag
#ifndef SHADER_API_D3D11
#pragma target 3.0
#else
#pragma target 4.0
#endif
sampler2D _GrabTexture : register(s0);
float _blurSizeXY;
struct data {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
v2f vert(data i){
v2f o;
o.position = mul(UNITY_MATRIX_MVP, i.vertex);
o.screenPos = o.position;
return o;
}
half4 frag( v2f i ) : COLOR
{
float2 screenPos = i.screenPos.xy / i.screenPos.w;
float depth= _blurSizeXY*0.0005;
screenPos.x = (screenPos.x + 1) * 0.5;
screenPos.y = 1-(screenPos.y + 1) * 0.5;
half4 sum = half4(0.0h,0.0h,0.0h,0.0h);
sum += tex2D( _GrabTexture, float2(screenPos.x-5.0 * depth, screenPos.y+5.0 * depth)) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x+5.0 * depth, screenPos.y-5.0 * depth)) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x-4.0 * depth, screenPos.y+4.0 * depth)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x+4.0 * depth, screenPos.y-4.0 * depth)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x-3.0 * depth, screenPos.y+3.0 * depth)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x+3.0 * depth, screenPos.y-3.0 * depth)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x-2.0 * depth, screenPos.y+2.0 * depth)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x+2.0 * depth, screenPos.y-2.0 * depth)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x-1.0 * depth, screenPos.y+1.0 * depth)) * 0.15;
sum += tex2D( _GrabTexture, float2(screenPos.x+1.0 * depth, screenPos.y-1.0 * depth)) * 0.15;
sum += tex2D( _GrabTexture, screenPos-5.0 * depth) * 0.025;
sum += tex2D( _GrabTexture, screenPos-4.0 * depth) * 0.05;
sum += tex2D( _GrabTexture, screenPos-3.0 * depth) * 0.09;
sum += tex2D( _GrabTexture, screenPos-2.0 * depth) * 0.12;
sum += tex2D( _GrabTexture, screenPos-1.0 * depth) * 0.15;
sum += tex2D( _GrabTexture, screenPos) * 0.16;
sum += tex2D( _GrabTexture, screenPos+5.0 * depth) * 0.15;
sum += tex2D( _GrabTexture, screenPos+4.0 * depth) * 0.12;
sum += tex2D( _GrabTexture, screenPos+3.0 * depth) * 0.09;
sum += tex2D( _GrabTexture, screenPos+2.0 * depth) * 0.05;
sum += tex2D( _GrabTexture, screenPos+1.0 * depth) * 0.025;
return sum/2;
}
ENDCG
}
}
Fallback Off
}

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fileFormatVersion: 2
guid: eed3ece10d3b3404e8b077c5851019b9
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "Custom/WaterBlurGaussian" {
Properties {
_blurSizeXY("BlurSizeXY", Range(0,20)) = 0
}
SubShader {
// Draw ourselves after all opaque geometry
Tags { "Queue" = "Transparent" }
// Grab the screen behind the object into _GrabTexture
GrabPass { }
// Render the object with the texture generated above
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#ifndef SHADER_API_D3D11
#pragma target 3.0
#else
#pragma target 4.0
#endif
sampler2D _GrabTexture : register(s0);
float _blurSizeXY;
struct data {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
v2f vert(data i){
v2f o;
o.position = mul(UNITY_MATRIX_MVP, i.vertex);
o.screenPos = o.position;
return o;
}
half4 frag( v2f i ) : COLOR
{
float2 screenPos = i.screenPos.xy / i.screenPos.w;
float depth= _blurSizeXY*0.0005;
screenPos.x = (screenPos.x + 1) * 0.5;
screenPos.y = 1-(screenPos.y + 1) * 0.5;
//horizontal
half4 sum = half4(0.0h,0.0h,0.0h,0.0h);
sum += tex2D( _GrabTexture, float2(screenPos.x-5.0 * depth, screenPos.y )) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x+5.0 * depth, screenPos.y )) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x-4.0 * depth, screenPos.y)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x+4.0 * depth, screenPos.y)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x-3.0 * depth, screenPos.y)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x+3.0 * depth, screenPos.y)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x-2.0 * depth, screenPos.y)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x+2.0 * depth, screenPos.y)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x-1.0 * depth, screenPos.y)) * 0.15;
sum += tex2D( _GrabTexture, float2(screenPos.x+1.0 * depth, screenPos.y)) * 0.15;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y)) * 0.16;
return sum/2;
}
ENDCG
}
Pass {
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
sampler2D _GrabTexture : register(s0);
float _blurSizeXY;
struct data {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
v2f vert(data i){
v2f o;
o.position = mul(UNITY_MATRIX_MVP, i.vertex);
o.screenPos = o.position;
return o;
}
half4 frag( v2f i ) : COLOR
{
float2 screenPos = i.screenPos.xy / i.screenPos.w;
float depth= _blurSizeXY*0.0005;
screenPos.x = (screenPos.x + 1) * 0.5;
screenPos.y = 1-(screenPos.y + 1) * 0.5;
half4 sum = half4(0.0h,0.0h,0.0h,0.0h);
//vertical
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y+5.0 * depth)) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y-5.0 * depth)) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y+4.0 * depth)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y-4.0 * depth)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y+3.0 * depth)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y-3.0 * depth)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y+2.0 * depth)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y-2.0 * depth)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y+1.0 * depth)) * 0.15;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y-1.0 * depth)) * 0.15;
sum += tex2D( _GrabTexture, float2(screenPos.x, screenPos.y)) * 0.16;
return sum/2;
}
ENDCG
}
}
Fallback Off
}

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guid: 8f30c3b629e0d9c4b971df2848b5e3f3
ShaderImporter:
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userData:
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