1 Shader "Hidden/Blend" {
2     Properties {
3         _MainTex (
"Screen Blended", 2D) = "" {}
4         _ColorBuffer (
"Color", 2D) = "" {}
5     }
6     
7     CGINCLUDE
8
9     #include
"UnityCG.cginc"
10     
11     
struct v2f {
12         float4 pos : SV_POSITION;
13         float2 uv[
2] : TEXCOORD0;
14     };
15     
struct v2f_mt {
16         float4 pos : SV_POSITION;
17         float2 uv[
4] : TEXCOORD0;
18     };
19             
20     sampler2D _ColorBuffer;
21     sampler2D _MainTex;
22     
23     half _Intensity;
24     half4 _ColorBuffer_TexelSize;
25     half4 _MainTex_TexelSize;
26         
27     v2f vert( appdata_img v ) {
28         v2f o;
29         o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
30         o.uv[
0] = v.texcoord.xy;
31         o.uv[
1] = v.texcoord.xy;
32         
33         #
if UNITY_UV_STARTS_AT_TOP
34         
if (_ColorBuffer_TexelSize.y < 0)
35             o.uv[
1].y = 1-o.uv[1].y;
36         #endif
37         
38         
return o;
39     }
40
41     v2f_mt vertMultiTap( appdata_img v ) {
42         v2f_mt o;
43         o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
44         o.uv[
0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5;
45         o.uv[
1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5;
46         o.uv[
2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
47         o.uv[
3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
48         
return o;
49     }
50     
51     half4 fragScreen (v2f i) : SV_Target {
52         half4 toBlend = saturate (tex2D(_MainTex, i.uv[
0]) * _Intensity);
53         
return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, i.uv[1]));
54     }
55
56     half4 fragAdd (v2f i) : SV_Target {
57         
return tex2D(_MainTex, i.uv[0].xy) * _Intensity + tex2D(_ColorBuffer, i.uv[1]);
58     }
59
60     half4 fragVignetteBlend (v2f i) : SV_Target {
61         
return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]);
62     }
63     
64     half4 fragMultiTap (v2f_mt i) : SV_Target {
65         half4 outColor = tex2D(_MainTex, i.uv[
0].xy);
66         outColor += tex2D(_MainTex, i.uv[
1].xy);
67         outColor += tex2D(_MainTex, i.uv[
2].xy);
68         outColor += tex2D(_MainTex, i.uv[
3].xy);
69         
return outColor * 0.25;
70     }
71
72     ENDCG
73     
74 Subshader {
75       ZTest Always Cull Off ZWrite Off
76
77  
// 0: nicer & softer "screen" blend mode
78  Pass {
79
80       CGPROGRAM
81       #pragma vertex vert
82       #pragma fragment fragScreen
83       ENDCG
84   }
85
86  
// 1: simple "add" blend mode
87  Pass {
88
89       CGPROGRAM
90       #pragma vertex vert
91       #pragma fragment fragAdd
92       ENDCG
93   }
94  
// 2: used for "stable" downsampling
95  Pass {
96
97       CGPROGRAM
98       #pragma vertex vertMultiTap
99       #pragma fragment fragMultiTap
100       ENDCG
101   }
102  
// 3: vignette blending
103  Pass {
104
105       CGPROGRAM
106       #pragma vertex vert
107       #pragma fragment fragVignetteBlend
108       ENDCG
109   }
110 }
111
112 Fallback off
113     
114 }
// shader


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