HeavenStudioPlus/Assets/X-PostProcessing/Effects/RapidVignetteV2/Shader/RapidVignetteV2.shader

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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/RapidVignetteV2"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
struct VertexOutput
{
float4 vertex: SV_POSITION;
float4 texcoord: TEXCOORD0;
};
half _VignetteIndensity;
half _VignetteSharpness;
half2 _VignetteCenter;
half4 _VignetteColor;
float4 Frag(VertexOutput i): SV_Target
{
float4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy);
half indensity = distance(i.texcoord.xy, _VignetteCenter.xy);
indensity = smoothstep(0.8, _VignetteSharpness * 0.799, indensity * (_VignetteIndensity + _VignetteSharpness));
return sceneColor * indensity;
}
float4 Frag_ColorAdjust(VertexOutput i): SV_Target
{
float4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy);
half indensity = distance(i.texcoord.xy, _VignetteCenter.xy);
indensity = smoothstep(0.8, _VignetteSharpness * 0.799, indensity * (_VignetteIndensity + _VignetteSharpness));
half3 finalColor = lerp(_VignetteColor.rgb, sceneColor.rgb, indensity);
return float4(finalColor.rgb, _VignetteColor.a);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_ColorAdjust
ENDHLSL
}
}
}