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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/Vignetting" {
- Properties {
- _MainTex ("Base", 2D) = "white" {}
- _VignetteTex ("Vignette", 2D) = "white" {}
- }
-
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float2 uv2 : TEXCOORD1;
- };
-
- sampler2D _MainTex;
- sampler2D _VignetteTex;
-
- half _Intensity;
- half _Blur;
- float4 _MainTex_TexelSize;
-
- v2f vert( appdata_img v ) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.texcoord.xy;
- o.uv2 = v.texcoord.xy;
- #if UNITY_UV_STARTS_AT_TOP
- if (_MainTex_TexelSize.y < 0)
- o.uv2.y = 1.0 - o.uv2.y;
- #endif
- return o;
- }
-
- half4 frag(v2f i) : SV_Target {
- 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 * _Intensity * 0.1;
-
- half4 colorBlur = tex2D (_VignetteTex, i.uv2);
- color = lerp (color, colorBlur, saturate (_Blur * coordDot));
-
- return color * mask;
- }
- ENDCG
-
- Subshader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- }
- Fallback off
- }
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