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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/VignettingShader" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "" {}
- _VignetteTex ("Vignette (RGB)", 2D) = "" {}
- }
-
- // Shader code pasted into all further CGPROGRAM blocks
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- // the color should come from a half rezolution buffer
- // and target a quarter resolution buffer
-
- sampler2D _MainTex;
- sampler2D _VignetteTex;
-
- float4 _MainTex_TexelSize;
- float vignetteIntensity;
- float blurVignette;
-
- 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 * 0.1;
-
- half4 colorBlur = tex2D (_VignetteTex, uv);
- color = lerp (color, colorBlur, saturate (blurVignette * coordDot));
-
- 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
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