NewN_UAVPlane/Assets/3rdParty/TENKOKU - DYNAMIC SKY/SHADERS/TenkokuBlur.shader

58 lines
1.4 KiB
Plaintext

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/TenkokuBlur" {
Properties { _MainTex ("", any) = "" {} }
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 taps[4] : TEXCOORD1;
};
sampler2D _MainTex;
half4 _MainTex_TexelSize;
half4 _BlurOffsets;
float _Tenkoku_FogDisperse;
float _Tenkoku_UseElek;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon
o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
return o;
}
half4 frag(v2f i) : SV_Target {
float4 color = tex2D(_MainTex, i.taps[0]);
color += tex2D(_MainTex, i.taps[1]);
color += tex2D(_MainTex, i.taps[2]);
color += tex2D(_MainTex, i.taps[3]);
//add grey tint
half3 grayFac = min(min(color.r,color.g),color.b);
if (_Tenkoku_UseElek == 1.0){
color.rgb = lerp(color.rgb, grayFac, 0.2);
}
return color * 0.25;
}
ENDCG
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}