mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-24 10:35:16 +00:00
bdfb27b225
* 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
108 lines
2.3 KiB
Text
108 lines
2.3 KiB
Text
// Amplify Color - Advanced Color Grading for Unity
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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Shader "Hidden/RenderMask"
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{
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Properties
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{
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_MainTex ("", 2D) = "white" {}
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_Cutoff ("", Float) = 0.5
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_COLORMASK_Color ("", Color) = (1,1,1,1)
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}
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CGINCLUDE
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile _ STEREO_INSTANCING_ON
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO
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#include "UnityCG.cginc"
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#include "Common.cginc"
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fixed _Cutoff;
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fixed4 _COLORMASK_Color;
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struct v2f_mask
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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#if UNITY_VERSION >= 550
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UNITY_VERTEX_OUTPUT_STEREO
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#endif
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};
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v2f_mask vert( appdata_base v )
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{
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v2f_mask o;
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#if UNITY_VERSION >= 550
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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#endif
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o.pos = CustomObjectToClipPos( v.vertex );
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o.uv = TRANSFORM_TEX( v.texcoord, _MainTex );
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#ifdef PIXELSNAP_ON
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o.pos = UnityPixelSnap( o.pos );
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#endif
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return o;
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}
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ENDCG
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SubShader
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{
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Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" }
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Blend Off Lighting Off Fog { Mode Off }
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ColorMask RGB
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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fixed4 frag( v2f_mask i ) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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return _COLORMASK_Color;
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}
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ENDCG
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}
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}
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SubShader
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{
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Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
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Blend Off Lighting Off Fog { Mode Off }
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ColorMask RGB
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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fixed4 frag( v2f_mask i ) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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clip( UNITY_SAMPLE_SCREENSPACE_TEXTURE( _MainTex, i.uv ).a - _Cutoff );
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return _COLORMASK_Color;
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}
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ENDCG
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}
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off ZWrite Off Lighting Off Fog { Mode Off }
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ColorMask RGB
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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fixed4 frag( v2f_mask i ) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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return fixed4( _COLORMASK_Color.rgb, UNITY_SAMPLE_SCREENSPACE_TEXTURE( _MainTex, i.uv ).a );
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}
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ENDCG
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}
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}
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}
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