mirror of
https://github.com/imperialsushi/gutterball-3.git
synced 2025-06-15 05:07:42 +00:00
New Version 1.6
New 125 balls & powerups. Improved graphics.
This commit is contained in:
parent
b35433ae45
commit
71779ef7ac
9413 changed files with 193360 additions and 264803 deletions
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Blend" {
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Properties {
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_MainTex ("Screen Blended", 2D) = "" {}
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_ColorBuffer ("Color", 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 : POSITION;
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float2 uv[2] : TEXCOORD0;
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};
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struct v2f_mt {
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float4 pos : POSITION;
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float2 uv[4] : TEXCOORD0;
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};
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sampler2D _ColorBuffer;
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sampler2D _MainTex;
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half _Intensity;
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half4 _ColorBuffer_TexelSize;
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half4 _MainTex_TexelSize;
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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[0] = v.texcoord.xy;
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o.uv[1] = v.texcoord.xy;
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#if SHADER_API_D3D9 || SHADER_API_XBOX360 || SHADER_API_D3D11
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if (_ColorBuffer_TexelSize.y < 0)
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o.uv[1].y = 1-o.uv[1].y;
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#endif
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return o;
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}
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v2f_mt vertMultiTap( appdata_img v ) {
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v2f_mt o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5;
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o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5;
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o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
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o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
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return o;
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}
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half4 fragScreen (v2f i) : COLOR {
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half4 toBlend = saturate (tex2D(_MainTex, i.uv[0]) * _Intensity);
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return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, i.uv[1]));
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}
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half4 fragAdd (v2f i) : COLOR {
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return tex2D(_MainTex, i.uv[0].xy) * _Intensity + tex2D(_ColorBuffer, i.uv[1]);
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}
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half4 fragVignetteBlend (v2f i) : COLOR {
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return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]);
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}
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half4 fragMultiTap (v2f_mt i) : COLOR {
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half4 outColor = tex2D(_MainTex, i.uv[0].xy);
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outColor += tex2D(_MainTex, i.uv[1].xy);
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outColor += tex2D(_MainTex, i.uv[2].xy);
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outColor += tex2D(_MainTex, i.uv[3].xy);
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return outColor * 0.25;
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}
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ENDCG
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Subshader {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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// 0: nicer & softer "screen" blend mode
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment fragScreen
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ENDCG
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}
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// 1: simple "add" blend mode
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment fragAdd
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ENDCG
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}
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// 2: used for "stable" downsampling
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vertMultiTap
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#pragma fragment fragMultiTap
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ENDCG
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}
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// 3: vignette blending
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment fragVignetteBlend
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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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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: f4d51c2ba62a33145b14d9d5c270fcbe
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/BlendOneOne" {
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Properties {
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_MainTex ("-", 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 : POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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half _Intensity;
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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) : COLOR {
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return tex2D(_MainTex, i.uv) * _Intensity;
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}
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ENDCG
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Subshader {
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Pass {
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BlendOp Add
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Blend One One
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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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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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 29970e3c1cfb9f44d8b8a5baece37d55
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
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@ -0,0 +1,61 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/BrightPassFilterForBloom"
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{
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Properties
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{
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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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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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half4 threshhold;
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half useSrcAlphaAsMask;
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v2f vert( appdata_img v )
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{
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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) : COLOR
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{
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half4 color = tex2D(_MainTex, i.uv);
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//color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense
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color = color * lerp(1.0, color.a, useSrcAlphaAsMask);
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color = max(half4(0,0,0,0), color-threshhold.x);
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return color;
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}
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ENDCG
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Subshader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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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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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 63482fb7887f00a469a649de730afe1d
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ShaderImporter:
|
||||
externalObjects: {}
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||||
defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
|
||||
assetBundleVariant:
|
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@ -0,0 +1,67 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/LensFlareCreate" {
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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 : POSITION;
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float2 uv[4] : TEXCOORD0;
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};
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float4 resolution;
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float4 colorA;
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float4 colorB;
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float4 colorC;
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float4 colorD;
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sampler2D _MainTex;
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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[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5;
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o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5;
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o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5;
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o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5;
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return o;
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}
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half4 frag(v2f i) : COLOR {
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half4 color = float4 (0,0,0,0);
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color += tex2D(_MainTex, i.uv[0] ) * colorA;
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color += tex2D(_MainTex, i.uv[1] ) * colorB;
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color += tex2D(_MainTex, i.uv[2] ) * colorC;
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color += tex2D(_MainTex, i.uv[3] ) * colorD;
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return color;
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}
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ENDCG
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Subshader {
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Blend One One
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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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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@ -0,0 +1,9 @@
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fileFormatVersion: 2
|
||||
guid: be34e7e552cd7d64daf78ba650b25611
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||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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@ -0,0 +1,161 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/MultipassHollywoodFlares" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "" {}
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_NonBlurredTex ("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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half4 pos : POSITION;
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half2 uv : TEXCOORD0;
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};
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struct v2f_opts {
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half4 pos : POSITION;
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half2 uv[7] : TEXCOORD0;
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};
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half4 offsets;
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half4 tintColor;
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half stretchWidth;
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half2 _Threshhold;
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half4 _MainTex_TexelSize;
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sampler2D _MainTex;
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sampler2D _NonBlurredTex;
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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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v2f_opts vertStretch (appdata_img v) {
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v2f_opts o;
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o.pos = UnityObjectToClipPos(v.vertex);
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half b = stretchWidth;
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o.uv[0] = v.texcoord.xy;
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o.uv[1] = v.texcoord.xy + b * 2.0 * offsets.xy;
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o.uv[2] = v.texcoord.xy - b * 2.0 * offsets.xy;
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o.uv[3] = v.texcoord.xy + b * 4.0 * offsets.xy;
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o.uv[4] = v.texcoord.xy - b * 4.0 * offsets.xy;
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o.uv[5] = v.texcoord.xy + b * 6.0 * offsets.xy;
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o.uv[6] = v.texcoord.xy - b * 6.0 * offsets.xy;
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return o;
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}
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v2f_opts vertVerticalCoords (appdata_img v) {
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v2f_opts o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv[0] = v.texcoord.xy;
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o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * half2(0,1);
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o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * half2(0,1);
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o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * half2(0,1);
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o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * half2(0,1);
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o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * half2(0,1);
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o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * half2(0,1);
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return o;
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}
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// deprecated
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half4 fragPrepare (v2f i) : COLOR {
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half4 color = tex2D (_MainTex, i.uv);
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half4 colorNb = tex2D (_NonBlurredTex, i.uv);
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return color * tintColor * 0.5 + colorNb * normalize (tintColor) * 0.5;
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}
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half4 fragPreAndCut (v2f_opts i) : COLOR {
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half4 color = tex2D (_MainTex, i.uv[0]);
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color += tex2D (_MainTex, i.uv[1]);
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color += tex2D (_MainTex, i.uv[2]);
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color += tex2D (_MainTex, i.uv[3]);
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color += tex2D (_MainTex, i.uv[4]);
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color += tex2D (_MainTex, i.uv[5]);
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color += tex2D (_MainTex, i.uv[6]);
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return max(color / 7.0 - _Threshhold.x, 0.0) * _Threshhold.y * tintColor;
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}
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half4 fragStretch (v2f_opts i) : COLOR {
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half4 color = tex2D (_MainTex, i.uv[0]);
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color = max (color, tex2D (_MainTex, i.uv[1]));
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color = max (color, tex2D (_MainTex, i.uv[2]));
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color = max (color, tex2D (_MainTex, i.uv[3]));
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color = max (color, tex2D (_MainTex, i.uv[4]));
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color = max (color, tex2D (_MainTex, i.uv[5]));
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color = max (color, tex2D (_MainTex, i.uv[6]));
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return color;
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}
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||||
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half4 fragPost (v2f_opts i) : COLOR {
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half4 color = tex2D (_MainTex, i.uv[0]);
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color += tex2D (_MainTex, i.uv[1]);
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color += tex2D (_MainTex, i.uv[2]);
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color += tex2D (_MainTex, i.uv[3]);
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color += tex2D (_MainTex, i.uv[4]);
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color += tex2D (_MainTex, i.uv[5]);
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color += tex2D (_MainTex, i.uv[6]);
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return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy
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}
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ENDCG
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Subshader {
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||||
ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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||||
Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment fragPrepare
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ENDCG
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||||
}
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vertStretch
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#pragma fragment fragStretch
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ENDCG
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||||
}
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vertVerticalCoords
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#pragma fragment fragPreAndCut
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||||
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ENDCG
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||||
}
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vertVerticalCoords
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#pragma fragment fragPost
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||||
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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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||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8a06d10679a9dd74ba199ecd5da34441
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,73 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Hidden/SeparableBlurPlus" {
|
||||
Properties {
|
||||
_MainTex ("Base (RGB)", 2D) = "" {}
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f {
|
||||
half4 pos : POSITION;
|
||||
half2 uv : TEXCOORD0;
|
||||
half4 uv01 : TEXCOORD1;
|
||||
half4 uv23 : TEXCOORD2;
|
||||
half4 uv45 : TEXCOORD3;
|
||||
half4 uv67 : TEXCOORD4;
|
||||
};
|
||||
|
||||
half4 offsets;
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
v2f vert (appdata_img v) {
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
o.uv.xy = v.texcoord.xy;
|
||||
|
||||
o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1);
|
||||
o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0;
|
||||
o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0;
|
||||
o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 4.5;
|
||||
o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 6.5;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : COLOR {
|
||||
half4 color = half4 (0,0,0,0);
|
||||
|
||||
color += 0.225 * tex2D (_MainTex, i.uv);
|
||||
color += 0.150 * tex2D (_MainTex, i.uv01.xy);
|
||||
color += 0.150 * tex2D (_MainTex, i.uv01.zw);
|
||||
color += 0.110 * tex2D (_MainTex, i.uv23.xy);
|
||||
color += 0.110 * tex2D (_MainTex, i.uv23.zw);
|
||||
color += 0.075 * tex2D (_MainTex, i.uv45.xy);
|
||||
color += 0.075 * tex2D (_MainTex, i.uv45.zw);
|
||||
color += 0.0525 * tex2D (_MainTex, i.uv67.xy);
|
||||
color += 0.0525 * tex2D (_MainTex, i.uv67.zw);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
||||
Subshader {
|
||||
Pass {
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
Fog { Mode off }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback off
|
||||
|
||||
} // shader
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9bc234a63d8cdda478849dcaccfc5f13
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,62 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Hidden/VignetteShader" {
|
||||
Properties {
|
||||
_MainTex ("Base (RGB)", 2D) = "" {}
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f {
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 _MainTex_TexelSize;
|
||||
float vignetteIntensity;
|
||||
|
||||
v2f vert( appdata_img v ) {
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
o.uv = v.texcoord.xy;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(v2f i) : COLOR {
|
||||
half2 coords = i.uv;
|
||||
half2 uv = i.uv;
|
||||
|
||||
coords = (coords - 0.5) * 2.0;
|
||||
half coordDot = dot (coords,coords);
|
||||
half4 color = tex2D (_MainTex, uv);
|
||||
|
||||
float mask = 1.0 - coordDot * vignetteIntensity;
|
||||
return color * mask;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
||||
Subshader {
|
||||
Pass {
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
Fog { Mode off }
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback off
|
||||
|
||||
} // shader
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f4ce3ee3cc1bcc74fa2d0af760d2d57f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Add table
Add a link
Reference in a new issue