GQ_Communicate/GQ_TongXin/Assets/HighlightPlus/Resources/HighlightPlus/HighlightComposeGlow.shader

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Shader "HighlightPlus/Geometry/ComposeGlow" {
Properties {
_MainTex ("Texture", 2D) = "black" {}
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_Cull ("Cull Mode", Int) = 2
_ZTest ("ZTest Mode", Int) = 0
_Flip("Flip", Vector) = (0, 1, 0)
_Debug("Debug Color", Color) = (0,0,0,0)
_StereoRendering("Stereo Rendering Correction", Float) = 1
}
SubShader
{
Tags { "Queue"="Transparent+102" "RenderType"="Transparent" }
// Compose effect on camera target
Pass
{
ZWrite Off
ZTest Always //[_ZTest]
Cull Off //[_Cull]
Blend One One
Stencil {
Ref 2
Comp NotEqual
Pass keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _HPComposeGlowFinal;
fixed4 _Color;
float3 _Flip;
fixed4 _Debug;
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float4 scrPos: TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.scrPos = ComputeScreenPos(o.pos);
o.scrPos.y = o.scrPos.w * _Flip.x + o.scrPos.y * _Flip.y;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 glow = tex2Dproj(_HPComposeGlowFinal, i.scrPos);
fixed4 color = _Color;
color *= glow.a;
color += _Debug;
return color;
}
ENDCG
}
// Compose effect on camera target (full-screen blit)
Pass
{
ZWrite Off
ZTest Always //[_ZTest]
Cull Off //[_Cull]
Blend One One
Stencil {
Ref 2
Comp NotEqual
Pass keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
float4 _MainTex_ST;
fixed4 _Color;
float3 _Flip;
float _StereoRendering;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.uv, _MainTex_ST);
o.uv.x *= _StereoRendering;
o.uv.y = _Flip.x + o.uv.y * _Flip.y;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//UNITY_SETUP_INSTANCE_ID(i);
//UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // Commandbuffers do not support Single Pass Instanced so we have to disable this
fixed4 glow = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
fixed4 color = _Color;
color *= glow.a;
return color;
}
ENDCG
}
}
}