HeavenStudioPlus/Assets/AmplifyColor/Resources/RenderMask.shader
Braedon Lewis 7cb592fc69 Camera filters (#242)
* Spaceball cleanup and small bug fix

* Replace old hit sound in spaceball

* Camera filters

* added 9 new filters, including 3 types of sepia

* oops

* remark

* normalization of fade out and fade in on filters are by 100

* GenerateFilterTypeEnum comments
2023-01-26 22:42:16 -05:00

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Text

// Amplify Color - Advanced Color Grading for Unity
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
Shader "Hidden/RenderMask"
{
Properties
{
_MainTex ("", 2D) = "white" {}
_Cutoff ("", Float) = 0.5
_COLORMASK_Color ("", Color) = (1,1,1,1)
}
CGINCLUDE
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ STEREO_INSTANCING_ON
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO
#include "UnityCG.cginc"
#include "Common.cginc"
fixed _Cutoff;
fixed4 _COLORMASK_Color;
struct v2f_mask
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
#if UNITY_VERSION >= 550
UNITY_VERTEX_OUTPUT_STEREO
#endif
};
v2f_mask vert( appdata_base v )
{
v2f_mask o;
#if UNITY_VERSION >= 550
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
#endif
o.pos = CustomObjectToClipPos( v.vertex );
o.uv = TRANSFORM_TEX( v.texcoord, _MainTex );
#ifdef PIXELSNAP_ON
o.pos = UnityPixelSnap( o.pos );
#endif
return o;
}
ENDCG
SubShader
{
Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" }
Blend Off Lighting Off Fog { Mode Off }
ColorMask RGB
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 frag( v2f_mask i ) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
return _COLORMASK_Color;
}
ENDCG
}
}
SubShader
{
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
Blend Off Lighting Off Fog { Mode Off }
ColorMask RGB
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 frag( v2f_mask i ) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
clip( UNITY_SAMPLE_SCREENSPACE_TEXTURE( _MainTex, i.uv ).a - _Cutoff );
return _COLORMASK_Color;
}
ENDCG
}
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off ZWrite Off Lighting Off Fog { Mode Off }
ColorMask RGB
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 frag( v2f_mask i ) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
return fixed4( _COLORMASK_Color.rgb, UNITY_SAMPLE_SCREENSPACE_TEXTURE( _MainTex, i.uv ).a );
}
ENDCG
}
}
}