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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/HollywoodFlareBlurShader" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "" {}
- _NonBlurredTex ("Base (RGB)", 2D) = "" {}
- }
-
- CGINCLUDE
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- float4 offsets;
- float4 tintColor;
-
- // ok, _NonBlurredTex and _MainTex are switched ...
- sampler2D _MainTex;
- sampler2D _NonBlurredTex;
-
- v2f vert (appdata_img v) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.texcoord.xy;
- return o;
- }
-
- half4 frag (v2f i) : COLOR {
- half4 color = tex2D (_MainTex, i.uv);
- half4 colorNb = tex2D (_NonBlurredTex, i.uv);
-
- return (color) * tintColor * 0.5 + colorNb * normalize(tintColor) * 0.5; // - saturate(colorNb - 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
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