mirror of
https://github.com/ConjureETS/MeltedBananasOJam2016.git
synced 2026-03-25 11:01:07 +00:00
Merge branch 'master' of https://github.com/ConjureETS/MeltedBananasOJam2016
This commit is contained in:
commit
0093a42bbe
89
Assets/Shaders/PostEffectShader.shader
Normal file
89
Assets/Shaders/PostEffectShader.shader
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@ -0,0 +1,89 @@
|
|||||||
|
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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
9
Assets/Shaders/PostEffectShader.shader.meta
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9
Assets/Shaders/PostEffectShader.shader.meta
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@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8af73b3d4929e6c4bbf312b61e959c45
|
||||||
|
timeCreated: 1466858754
|
||||||
|
licenseType: Free
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
118
Assets/Shaders/WaterBlurFinal.shader
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118
Assets/Shaders/WaterBlurFinal.shader
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@ -0,0 +1,118 @@
|
|||||||
|
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
|
||||||
|
}
|
||||||
7
Assets/Shaders/WaterBlurFinal.shader.meta
Normal file
7
Assets/Shaders/WaterBlurFinal.shader.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: eed3ece10d3b3404e8b077c5851019b9
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
194
Assets/Shaders/WaterBlurModified.shader
Normal file
194
Assets/Shaders/WaterBlurModified.shader
Normal file
@ -0,0 +1,194 @@
|
|||||||
|
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
|
||||||
|
}
|
||||||
7
Assets/Shaders/WaterBlurModified.shader.meta
Normal file
7
Assets/Shaders/WaterBlurModified.shader.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8f30c3b629e0d9c4b971df2848b5e3f3
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Loading…
x
Reference in New Issue
Block a user